Render: Add and implement shader storage buffer (SSBO)
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@@ -25,8 +25,8 @@ struct DirectionalLight {
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vec3 specular;
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};
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const int MAX_DIRECTIONAL_LIGHTS = 32;
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layout(std140, binding = 1) uniform DirectionalLights {
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const int MAX_DIRECTIONAL_LIGHTS = 4;
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layout(std430, binding = 0) buffer DirectionalLights {
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DirectionalLight u_directionalLight[MAX_DIRECTIONAL_LIGHTS];
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};
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