Actually creates all struct in the shader as Rust structs.
That's the reason why I'll move the shaders to a "One shader = one module" abroach.
The in this ways the material can, based on the pipeline send the correct, filled struct to the shader.
For instance for the directional lights a vertex_shader::directional_lights struct created from a struct definition in the shader. The struct creation might be handled by the shader itself though. I'll see.
While investigating the alignment problem (https://github.com/SiebenCorgie/ori-engine/issues/16) I found out that this part:
Actually creates all struct in the shader as Rust structs. That's the reason why I'll move the shaders to a "One shader = one module" abroach. The in this ways the material can, based on the pipeline send the correct, filled struct to the shader. For instance for the directional lights a
vertex_shader::directional_lights
struct created from a struct definition in the shader. The struct creation might be handled by the shader itself though. I'll see.