#ifndef GLOBAL_GLSL #define GLOBAL_GLSL struct View { mat4 world_to_clip; mat4 view_to_clip; mat4 world_to_view; }; layout(set = 0, binding = 0, std430, row_major) uniform GlobalUniform { View view; } Global; layout(set = 0, binding = 1) uniform sampler global_samplers[]; layout(set = 0, binding = 2) uniform texture2D global_textures2d[]; #endif // GLOBAL_GLSL