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VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well
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@@ -115,8 +115,8 @@ bool ObjectCache::CreateDescriptorSetLayouts()
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VK_SHADER_STAGE_FRAGMENT_BIT},
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{UBO_DESCRIPTOR_SET_BINDING_VS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT},
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{UBO_DESCRIPTOR_SET_BINDING_PS_CUST, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_FRAGMENT_BIT},
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{UBO_DESCRIPTOR_SET_BINDING_CUST, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT},
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{UBO_DESCRIPTOR_SET_BINDING_GS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_GEOMETRY_BIT},
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}};
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