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Use löve's uniform data object for vulkan shader
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@@ -40,20 +40,7 @@ namespace love {
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void setVideoTextures(graphics::Texture* ytexture, graphics::Texture* cbtexture, graphics::Texture* crtexture) override {}
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struct UniformBufferObject {
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float windowWidth;
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float windowHeight;
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};
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private:
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struct Vec4 {
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float x, y, z, w;
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};
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struct LoveUniformsPerDraw {
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Vec4 uniformsPerDraw[13];
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};
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
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std::map<std::string, int> vertexAttributeIndices = {
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