Formalize forward lighting contract
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@@ -7,8 +7,6 @@ layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 1) uniform MaterialConstants {
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@@ -8,8 +8,6 @@ layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 1, binding = 0, std140) uniform MaterialConstants {
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@@ -7,8 +7,6 @@ cbuffer PerObjectConstants : register(b0) {
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b1) {
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@@ -9,8 +9,6 @@ layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec2 vTexCoord;
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@@ -9,8 +9,6 @@ layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec2 vTexCoord;
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@@ -4,8 +4,6 @@ cbuffer PerObjectConstants : register(b0) {
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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struct VSInput {
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