I’ve arrange a shader like so. As a substitute of getting all projection
view
mannequin
in a single object, I wish to have them as separate bindings.
#model 450
format (location = 0) in vec3 aPosition;
format (location = 1) in vec4 aColor;
format(binding = 0) uniform mat4 projection;
format(binding = 1) uniform mat4 view;
format(binding = 2) uniform mat4 mannequin;
format(location = 0) out vec4 fragColor;
void important() {
gl_Position = vec4(aPosition, 1.0);
fragColor = aColor;
}
Nonetheless when compiling the shader I get the next errors:
important:4: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:4: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind
important:5: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:5: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind
important:6: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:6: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind
How can I create particular person bindings + arrange particular person Descriptor Format/Buffer/Swimming pools/Units
?