Greetings,
I build GLSL shaders that are converted to SPIR-V using spirv cross according to the GL_KHR_vulkan_glsl extension:
Now I want to get into push constants but I unfortunately had to realize that several of my shaders break the 128 byte limit my platform provides.
I seek to remedy this problem by converting the colors to 4-component uint8 types which I assume would be the GLSL u8vec4 datatype.
Does anyone know of an example C++ program where this datatype or something comparable is used with push_constants?
Regards.