baldurk
3ac4bd0ebd
Refactor custom shaders to abstract binding differences. Closes #2458
...
* Newly written shaders and any updated shaders can now use pre-defined macros
to abstract away binding differences between APIs, so custom shaders will be
more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
won't break on vulkan because they refer to incorrect binds.
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