piping the texture attachments
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@@ -1,4 +1,22 @@
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#version 450
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layout(location = 0) in vec3 v_Normal;
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layout(location = 1) in vec4 v_Position;
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layout(location = 2) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Normal;
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layout(location = 1) out vec4 o_Position;
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layout(location = 2) out vec4 o_Uv;
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// so I need to have my 3 color attachments and 1? sampler.
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layout(set = 0, binding = 1) uniform texture2DArray t_Uv;
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layout(set = 0, binding = 2) uniform gsampler2D s_Uv;
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// I also need my 1 depth texture and its sampler
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layout(set = 0, binding = 3) uniform texture2DArray t_Shadow;
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layout(set = 0, binding = 4) uniform samplerShadow s_Shadow;
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void main() {
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}
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