/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef COMS_GPUAPI_VULKAN_SHADER_H #define COMS_GPUAPI_VULKAN_SHADER_H #include "../../stdlib/Types.h" #include struct Shader { // @todo Consider to rename to pipeline (also in opengl, directx) if this makes sense. // @question Does this have to be a pointer to the gpuapi->pipeline var? VkPipeline id; uint32 locations[7]; byte data[16]; }; #endif