Use array of atlases instead of one growing indefinitely.
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5 changed files with 259 additions and 280 deletions
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@ -1,12 +1,12 @@
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#version 450
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layout(location = 0) in vec2 v_Uv;
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layout(location = 0) in vec3 v_Uv;
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layout(set = 0, binding = 1) uniform sampler u_Sampler;
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layout(set = 1, binding = 0) uniform texture2D u_Texture;
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layout(set = 1, binding = 0) uniform texture2DArray u_Texture;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
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o_Color = texture(sampler2DArray(u_Texture, u_Sampler), v_Uv);
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}
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