Bump engine submodule and move samplers bindings to shaders.
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		@ -26,7 +26,7 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
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uniform highp sampler2DArray u_texture_sampler;
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layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
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layout(location = 0) out vec4 o_color;
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@ -31,8 +31,8 @@ uniform float u_sea_phase;
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#define u_up u_view[2].xyz
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#define u_origin u_view[3].xyz
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uniform highp sampler2DArray u_sea_polar_sampler;
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uniform highp sampler2D u_sea_detail_sampler;
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layout(binding=0) uniform highp sampler2DArray u_sea_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_sea_detail_sampler;
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const float c_sea_radius = 637.1;
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const float c_sea_radius_sq = c_sea_radius * c_sea_radius;
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@ -25,8 +25,8 @@ layout(location = 3) in vec3 i_translation; // per mesh, model space -> world sp
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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uniform highp sampler2D u_height_sampler;
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uniform highp sampler2D u_normal_sampler;
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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@ -26,8 +26,8 @@ layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world sp
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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uniform highp sampler2D u_height_sampler;
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uniform highp sampler2D u_normal_sampler;
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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