Made navmesh compile on Windows
Small updates to remove warnings Testing nonuniform descriptor access in shader
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@@ -180,6 +180,7 @@ bool Vk_Setup(SDL_Window *window) {
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features12.storageBuffer8BitAccess = VK_TRUE;
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features12.uniformAndStorageBuffer8BitAccess = VK_TRUE;
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features12.descriptorIndexing = VK_TRUE;
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features12.runtimeDescriptorArray = VK_TRUE;
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// @Todo: we will probably need to enable some of the 'nonuniform' indexing features
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@@ -1,12 +1,15 @@
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#version 460 core
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) in vec2 frag_uv;
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layout(location = 1) in vec4 frag_c;
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layout(location = 2) in flat uint idx;
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layout(location = 0) out vec4 framebuffer;
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layout(binding = 1) uniform sampler2D u_image;
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layout(binding = 1) uniform sampler2D u_image[];
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void main() {
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framebuffer = frag_c * texture(u_image, frag_uv);
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framebuffer = frag_c * texture(u_image[idx], frag_uv);
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}
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@@ -16,6 +16,7 @@ readonly buffer Vertices {
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layout(location = 0) out vec2 frag_uv;
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layout(location = 1) out vec4 frag_c;
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layout(location = 2) out flat uint idx;
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void main() {
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Vertex v = vtx[gl_VertexIndex];
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@@ -25,4 +26,6 @@ void main() {
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frag_uv = v.uv;
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frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
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frag_c = frag_c.abgr;
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idx = v.pad;
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}
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