Shader: Switch type<subtype> to type[subtype]
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@@ -37,7 +37,7 @@ struct inputStruct
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external
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{
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[set(0), binding(0)] data: uniform<inputStruct>
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[set(0), binding(0)] data: uniform[inputStruct]
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}
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[entry(frag)]
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@@ -73,7 +73,7 @@ struct inputStruct
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external
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{
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[set(0), binding(0)] data: uniform<inputStruct>
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[set(0), binding(0)] data: uniform[inputStruct]
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}
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[entry(frag)]
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@@ -97,7 +97,7 @@ struct inputStruct
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external
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{
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[set(0), binding(0)] data: uniform<inputStruct>
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[set(0), binding(0)] data: uniform[inputStruct]
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}
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[entry(frag)]
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@@ -118,18 +118,18 @@ const LightCount = 3;
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[layout(std140)]
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struct Light
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{
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color: vec4<f32>
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color: vec4[f32]
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}
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[layout(std140)]
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struct LightData
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{
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lights: [Light; LightCount]
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lights: array[Light, LightCount]
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}
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external
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{
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[set(0), binding(0)] data: uniform<LightData>
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[set(0), binding(0)] data: uniform[LightData]
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}
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[entry(frag)]
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@@ -152,7 +152,7 @@ fn main()
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[entry(frag)]
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fn main()
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{
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let color: vec4<f32> = (0.000000).xxxx;
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let color: vec4[f32] = (0.000000).xxxx;
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let i: i32 = 0;
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color += data.lights[i].color;
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let i: i32 = 2;
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@@ -175,18 +175,18 @@ const LightCount = 3;
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[layout(std140)]
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struct Light
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{
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color: vec4<f32>
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color: vec4[f32]
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}
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[layout(std140)]
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struct LightData
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{
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lights: [Light; LightCount]
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lights: array[Light, LightCount]
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}
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external
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{
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[set(0), binding(0)] data: uniform<LightData>
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[set(0), binding(0)] data: uniform[LightData]
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}
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[entry(frag)]
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@@ -209,7 +209,7 @@ fn main()
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[entry(frag)]
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fn main()
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{
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let color: vec4<f32> = (0.000000).xxxx;
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let color: vec4[f32] = (0.000000).xxxx;
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let light: Light = data.lights[0];
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color += light.color;
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let light: Light = data.lights[1];
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