//! Defines the common arrays used to access bindless resources.
//!
//! This need to be kept up to date with the `BINDING_NUMBERS` table in
//! `bindless.rs`.
//!
//! You access these by indexing into the bindless index table, and from there
//! indexing into the appropriate binding array. For example, to access the base
//! color texture of a `StandardMaterial` in bindless mode, write
//! `bindless_textures_2d[materials[slot].base_color_texture]`, where
//! `materials` is the bindless index table and `slot` is the index into that
//! table (which can be found in the `Mesh`).
@if(BINDLESS)
enable wgpu_binding_array;
// Binding 0 is the bindless index table.
/// Filtering samplers.
@if(BINDLESS) {
@group(constants::MATERIAL_BIND_GROUP) @binding(1) var bindless_samplers_filtering: binding_array<sampler>;
/// Non-filtering samplers (nearest neighbor).
@group(constants::MATERIAL_BIND_GROUP) @binding(2) var bindless_samplers_non_filtering: binding_array<sampler>;
/// Comparison samplers (typically for shadow mapping).
@group(constants::MATERIAL_BIND_GROUP) @binding(3) var bindless_samplers_comparison: binding_array<sampler>;
/// 1D textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(4) var bindless_textures_1d: binding_array<texture_1d<f32>>;
/// 2D textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(5) var bindless_textures_2d: binding_array<texture_2d<f32>>;
/// 2D array textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(6) var bindless_textures_2d_array: binding_array<texture_2d_array<f32>>;
/// 3D textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(7) var bindless_textures_3d: binding_array<texture_3d<f32>>;
/// Cubemap textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(8) var bindless_textures_cube: binding_array<texture_cube<f32>>;
/// Cubemap array textures.
@group(constants::MATERIAL_BIND_GROUP) @binding(9) var bindless_textures_cube_array: binding_array<texture_cube_array<f32>>;
}