pub const shaderTypes = @import("shaderTypes"); pub const int = shaderTypes.int; pub const uint = shaderTypes.uint; pub const vec2 = shaderTypes.vec2; pub const u8vec4 = shaderTypes.u8vec4; pub const vec3 = shaderTypes.vec3; pub const vec4 = shaderTypes.vec4; pub const mat4 = shaderTypes.mat4; pub const float = shaderTypes.float; pub const BufferInfo = shaderTypes.BufferInfo; pub const Scene = struct { Model: mat4, pub const Buffer: BufferInfo = .{ .storage = 0 }; }; pub const Uniforms = struct { ViewProjection: mat4, time: float, pub const Buffer: BufferInfo = .{ .uniform = 0 }; }; pub const LoadArgs = shaderTypes.ShaderLoadArgs{ .num_samplers = 0, // The number of samplers defined in the shader. .num_storage_textures = 0, // The number of storage textures defined in the shader. .num_storage_buffers = 1, // The number of storage buffers defined in the shader. .num_uniform_buffers = 1, // The number of uniform buffers defined in the shader. };