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vertex layout definition should only happen in pipeline setup, not in shader setup (or only if required by backend API)
there should be 2 ways to define the vertex component location, which one is used depends on rendering backend and shader language dialect:
by name: sg_pipeline_setup_named_attr()
by slot index: sg_pipeline_setup_indexed_attr()
there must be several ways to describe uniform blocks in the shader setup:
per uniform, by name (traditional GL)
opaque uniform blocks (only useful with Metal, D3D11 or GL with shader-code-generation)
in general, shader setup should have different options depending on whether some sort of shader code generation is available, or shader setup needs to happen "manually"
vertex layout definition should have an explicit offset
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The text was updated successfully, but these errors were encountered: