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Handle boolean inputs in vulkan shader parameters
* We change to use VarType instead of CompType for signature parameters which allows us to represent different types of variables beyond just unsigned/signed integer and float.
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@@ -1267,7 +1267,7 @@ void GLPipelineStateViewer::setState()
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{
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name = state.vertexShader.reflection->inputSignature[attrib].varName;
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compCount = state.vertexShader.reflection->inputSignature[attrib].compCount;
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compType = state.vertexShader.reflection->inputSignature[attrib].compType;
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compType = VarTypeCompType(state.vertexShader.reflection->inputSignature[attrib].varType);
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usedSlot = true;
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}
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}
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