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- added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
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2 changed files with 6 additions and 0 deletions
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@ -306,6 +306,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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uniform sampler2D texture6;
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uniform sampler2D texture6;
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uniform sampler2D texture7;
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uniform sampler2D texture7;
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uniform sampler2D texture8;
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uniform sampler2D texture8;
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uniform sampler2D texture9;
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uniform sampler2D texture10;
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uniform sampler2D texture11;
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// timer data
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// timer data
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uniform float timer;
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uniform float timer;
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@ -183,6 +183,9 @@ static const char *shaderBindings = R"(
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layout(set = 1, binding = 5) uniform sampler2D texture6;
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layout(set = 1, binding = 5) uniform sampler2D texture6;
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layout(set = 1, binding = 6) uniform sampler2D texture7;
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layout(set = 1, binding = 6) uniform sampler2D texture7;
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layout(set = 1, binding = 7) uniform sampler2D texture8;
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layout(set = 1, binding = 7) uniform sampler2D texture8;
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layout(set = 1, binding = 8) uniform sampler2D texture9;
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layout(set = 1, binding = 9) uniform sampler2D texture10;
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layout(set = 1, binding = 10) uniform sampler2D texture11;
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// This must match the PushConstants struct
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// This must match the PushConstants struct
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layout(push_constant) uniform PushConstants
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layout(push_constant) uniform PushConstants
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