One sampler per texture
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@@ -96,10 +96,13 @@ impl Drawcall for DefaultShader {
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let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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let diffuse = &renderer.game_data.textures[game_object.texture_index];
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let normal_map = &renderer.game_data.textures[game_object.normal_map_index];
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descriptor_set = Arc::new(builder
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(renderer.game_data.textures[game_object.texture_index].clone(), renderer.sampler.clone()).unwrap()
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.add_sampled_image(renderer.game_data.textures[game_object.normal_map_index].clone(), renderer.sampler.clone()).unwrap()
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.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
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.add_sampled_image(normal_map.image.clone(), normal_map.sampler.clone()).unwrap()
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.build().unwrap());
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descriptor_set
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