layout (set = 0, binding = 0) uniform CameraBuffer{ mat4 view; mat4 proj; mat4 viewproj; mat4 viewprojAlt; vec4 position; } cameraData; layout(set = 0, binding = 1) uniform SceneData{ vec4 fogColor; // w is for exponent vec4 fogDistances; //x for min, y for max, zw unused. vec4 ambientColor; vec4 sunlightDirection; //w for sun power vec4 sunlightColor; } sceneData; layout(set = 0, binding = 2) uniform sampler2D[] gTex;