Bind some fixed texture arrays only once
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@@ -8,8 +8,8 @@ in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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in float gAng;
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layout (binding=1) uniform sampler2DArray normalSampler;
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layout (binding=2) uniform sampler2DArray diffuseSampler;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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{
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return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
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@@ -8,8 +8,8 @@ in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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in float gRot;
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layout (binding=1) uniform sampler2DArray normalSampler;
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layout (binding=2) uniform sampler2DArray diffuseSampler;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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{
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return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
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