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.
currently thinking about leaving it like it is. However, I read somewhere that, after rust lands some changes tomaka will change the shader system of vulkano. SO this might be changed in the distant future.
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.