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shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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@@ -487,6 +487,7 @@ struct DescriptorSource {
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uint32_t selector_stride = 0;
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uint32_t selector_offset = 0;
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uint32_t table_offset = 0;
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uint32_t selector_shift = 0;
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Value key_count;
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Value selector_first;
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Value selector_mask;
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