despero 0.1.0

Rusty game engine, using API Vulkan and implementing paradigm of ECS
Documentation
#version 450
#extension GL_EXT_nonuniform_qualifier : enable

layout (location=0) out vec4 theColour;

layout (location=0) in flat uint texture_id;
layout (location=1) in vec2 uv;

layout (set=1, binding=0) uniform sampler2D texturesamplers[];

readonly layout (set=2, binding=0) buffer StorageBufferObject {
	float num_directional;
	float num_point;
	vec3 data[];
} sbo;

struct DirectionalLight{
	vec3 direction_to_light;
	vec3 irradiance;
};

struct PointLight{
	vec3 position;
	vec3 luminous_flux;
};

void main() {
	theColour = texture(texturesamplers[texture_id], uv);
}