将顶点输入流最终格式绑定放在MaterialInstance中,并改动相关类。
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@@ -14,7 +14,6 @@ struct ShaderStage
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uint location;
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VertexAttribType type; ///<成份数量(如vec4中的4)
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VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
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uint binding;
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