wip: begin refactor of model loading system
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use vulkano::buffer::BufferContents;
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/// Mirrors the `MaterialPushConstants` block in `triangle_frag.glsl`. Pushed once per submesh
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/// draw call, since each submesh may use a different material.
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#[derive(BufferContents, Debug, Clone, Copy)]
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#[repr(C)]
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pub struct MaterialPushConstants {
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pub base_color: [f32; 4],
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}
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