#include layout(set = 0, binding = 0) uniform sampler2D ShadowMap; layout(set = 0, binding = 1) uniform sampler2DArray LightMap; layout(set = 0, binding = 2) uniform sampler2D LinearDepth; layout(set = 0, binding = 3) uniform samplerCubeArray IrradianceMap; layout(set = 0, binding = 4) uniform samplerCubeArray PrefilterMap; #if defined(SUPPORTS_RAYQUERY) layout(set = 0, binding = 5) uniform accelerationStructureEXT acc; #else layout(set = 0, binding = 5, std430) buffer readonly NodeBuffer { int nodesRoot; int nodebufferPadding1; int nodebufferPadding2; int nodebufferPadding3; CollisionNode nodes[]; }; #endif layout(set = 0, binding = 6, std430) buffer readonly VertexBuffer { SurfaceVertex vertices[]; }; layout(set = 0, binding = 7, std430) buffer readonly ElementBuffer { int elements[]; }; layout(set = 0, binding = 8, std430) buffer readonly SurfaceIndexBuffer { uint surfaceIndices[]; }; layout(set = 0, binding = 9, std430) buffer readonly SurfaceBuffer { SurfaceInfo surfaces[]; }; layout(set = 0, binding = 10, std430) buffer readonly PortalBuffer { PortalInfo portals[]; };