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RendererRD: Remove binding specifier for push constants

This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <[email protected]>
Rémi Verschelde 3 年之前
父節點
當前提交
18d6b75ba8
共有 55 個文件被更改,包括 66 次插入66 次删除
  1. 2 2
      modules/lightmapper_rd/lm_blendseams.glsl
  2. 1 1
      modules/lightmapper_rd/lm_compute.glsl
  3. 2 2
      modules/lightmapper_rd/lm_raster.glsl
  4. 2 2
      servers/rendering/renderer_rd/shaders/blit.glsl
  5. 1 1
      servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
  6. 1 1
      servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
  7. 2 2
      servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
  8. 1 1
      servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
  9. 1 1
      servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
  10. 1 1
      servers/rendering/renderer_rd/shaders/cluster_debug.glsl
  11. 1 1
      servers/rendering/renderer_rd/shaders/cluster_render.glsl
  12. 1 1
      servers/rendering/renderer_rd/shaders/cluster_store.glsl
  13. 1 1
      servers/rendering/renderer_rd/shaders/copy.glsl
  14. 2 2
      servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
  15. 2 2
      servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
  16. 1 1
      servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
  17. 2 2
      servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
  18. 1 1
      servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
  19. 1 1
      servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
  20. 1 1
      servers/rendering/renderer_rd/shaders/gi.glsl
  21. 1 1
      servers/rendering/renderer_rd/shaders/giprobe_write.glsl
  22. 1 1
      servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
  23. 1 1
      servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
  24. 1 1
      servers/rendering/renderer_rd/shaders/particles.glsl
  25. 1 1
      servers/rendering/renderer_rd/shaders/particles_copy.glsl
  26. 1 1
      servers/rendering/renderer_rd/shaders/resolve.glsl
  27. 1 1
      servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
  28. 1 1
      servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
  29. 1 1
      servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
  30. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
  31. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
  32. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
  33. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
  34. 2 2
      servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
  35. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
  36. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
  37. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
  38. 1 1
      servers/rendering/renderer_rd/shaders/skeleton.glsl
  39. 2 2
      servers/rendering/renderer_rd/shaders/sky.glsl
  40. 1 1
      servers/rendering/renderer_rd/shaders/sort.glsl
  41. 1 1
      servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
  42. 1 1
      servers/rendering/renderer_rd/shaders/ssao.glsl
  43. 1 1
      servers/rendering/renderer_rd/shaders/ssao_blur.glsl
  44. 1 1
      servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
  45. 1 1
      servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
  46. 1 1
      servers/rendering/renderer_rd/shaders/ssil.glsl
  47. 1 1
      servers/rendering/renderer_rd/shaders/ssil_blur.glsl
  48. 1 1
      servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
  49. 1 1
      servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
  50. 1 1
      servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
  51. 1 1
      servers/rendering/renderer_rd/shaders/tonemap.glsl
  52. 1 1
      servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
  53. 2 2
      servers/rendering/renderer_rd/shaders/voxel_gi.glsl
  54. 1 1
      servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
  55. 2 2
      servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl

+ 2 - 2
modules/lightmapper_rd/lm_blendseams.glsl

@@ -11,7 +11,7 @@ triangles = "#define MODE_TRIANGLES";
 
 #include "lm_common_inc.glsl"
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint base_index;
 	uint slice;
 	vec2 uv_offset;
@@ -78,7 +78,7 @@ void main() {
 
 #include "lm_common_inc.glsl"
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint base_index;
 	uint slice;
 	vec2 uv_offset;

+ 1 - 1
modules/lightmapper_rd/lm_compute.glsl

@@ -70,7 +70,7 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray de
 layout(set = 1, binding = 1) uniform texture2DArray source_light;
 #endif
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 atlas_size; // x used for light probe mode total probes
 	uint ray_count;
 	uint ray_to;

+ 2 - 2
modules/lightmapper_rd/lm_raster.glsl

@@ -14,7 +14,7 @@ layout(location = 4) flat out uvec3 vertex_indices;
 layout(location = 5) flat out vec3 face_normal;
 layout(location = 6) flat out uint fragment_action;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec2 atlas_size;
 	vec2 uv_offset;
 	vec3 to_cell_size;
@@ -69,7 +69,7 @@ void main() {
 
 #include "lm_common_inc.glsl"
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec2 atlas_size;
 	vec2 uv_offset;
 	vec3 to_cell_size;

+ 2 - 2
servers/rendering/renderer_rd/shaders/blit.glsl

@@ -4,7 +4,7 @@
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
 	vec4 src_rect;
 	vec4 dst_rect;
 
@@ -34,7 +34,7 @@ void main() {
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
 	vec4 src_rect;
 	vec4 dst_rect;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl

@@ -2,7 +2,7 @@
 #define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
 #define FLAG_GLOW_FIRST_PASS (1 << 2)
 
-layout(push_constant, binding = 1, std430) uniform Blur {
+layout(push_constant, std430) uniform Blur {
 	vec2 pixel_size;
 	uint flags;
 	uint pad;

+ 1 - 1
servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl

@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 size;
 	float z_far;
 	float z_near;

+ 2 - 2
servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl

@@ -6,7 +6,7 @@
 
 layout(location = 0) in highp vec3 vertex;
 
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
 	mat4 projection;
 	mat2x4 modelview;
 	vec2 direction;
@@ -34,7 +34,7 @@ void main() {
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
 	mat4 projection;
 	mat2x4 modelview;
 	vec2 direction;

+ 1 - 1
servers/rendering/renderer_rd/shaders/canvas_sdf.glsl

@@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
 layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
 layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 size;
 	int stride;
 	int shift;

+ 1 - 1
servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl

@@ -41,7 +41,7 @@
 
 // Push Constant
 
-layout(push_constant, binding = 0, std430) uniform DrawData {
+layout(push_constant, std430) uniform DrawData {
 	vec2 world_x;
 	vec2 world_y;
 	vec2 world_ofs;

+ 1 - 1
servers/rendering/renderer_rd/shaders/cluster_debug.glsl

@@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
 		vec3(0.83, 0.22, 0.27),
 		vec3(0.83, 0.22, 0.32),
 		vec3(1.00, 0.63, 0.70));
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uvec2 screen_size;
 	uvec2 cluster_screen_size;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cluster_render.glsl

@@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
 layout(location = 0) out float depth_interp;
 layout(location = 1) out flat uint element_index;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint base_index;
 	uint pad0;
 	uint pad1;

+ 1 - 1
servers/rendering/renderer_rd/shaders/cluster_store.glsl

@@ -6,7 +6,7 @@
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint cluster_render_data_size; // how much data for a single cluster takes
 	uint max_render_element_count_div_32; //divided by 32
 	uvec2 cluster_screen_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/copy.glsl

@@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 #define FLAG_HIGH_QUALITY_GLOW (1 << 8)
 #define FLAG_ALPHA_TO_ONE (1 << 9)
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec4 section;
 	ivec2 target;
 	uint flags;

+ 2 - 2
servers/rendering/renderer_rd/shaders/copy_to_fb.glsl

@@ -6,7 +6,7 @@
 
 layout(location = 0) out vec2 uv_interp;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec4 section;
 	vec2 pixel_size;
 	bool flip_y;
@@ -39,7 +39,7 @@ void main() {
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec4 section;
 	vec2 pixel_size;
 	bool flip_y;

+ 2 - 2
servers/rendering/renderer_rd/shaders/cube_to_dp.glsl

@@ -4,7 +4,7 @@
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float z_far;
 	float z_near;
 	vec2 texel_size;
@@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
 
 layout(set = 0, binding = 0) uniform samplerCube source_cube;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float z_far;
 	float z_near;
 	vec2 texel_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl

@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint face_size;
 	uint face_id; // only used in raster shader
 }

+ 2 - 2
servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl

@@ -25,7 +25,7 @@
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	int mip_level;
 	uint face_id;
 }
@@ -47,7 +47,7 @@ void main() {
 
 #VERSION_DEFINES
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	int mip_level;
 	uint face_id;
 }

+ 1 - 1
servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl

@@ -1,6 +1,6 @@
 #define M_PI 3.14159265359
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint face_id;
 	uint sample_count;
 	float roughness;

+ 1 - 1
servers/rendering/renderer_rd/shaders/fsr_upscale.glsl

@@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_image;
 #define FSR_UPSCALE_PASS_TYPE_EASU 0
 #define FSR_UPSCALE_PASS_TYPE_RCAS 1
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float resolution_width;
 	float resolution_height;
 	float upscaled_width;

+ 1 - 1
servers/rendering/renderer_rd/shaders/gi.glsl

@@ -86,7 +86,7 @@ voxel_gi_instances;
 
 layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	float z_near;
 	float z_far;

+ 1 - 1
servers/rendering/renderer_rd/shaders/giprobe_write.glsl

@@ -58,7 +58,7 @@ lights;
 
 #endif
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec3 limits;
 	uint stack_size;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/luminance_reduce.glsl

@@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
 layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
 #endif
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 source_size;
 	float max_luminance;
 	float min_luminance;

+ 1 - 1
servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl

@@ -1,5 +1,5 @@
 
-layout(push_constant, binding = 1, std430) uniform PushConstant {
+layout(push_constant, std430) uniform PushConstant {
 	ivec2 source_size;
 	ivec2 dest_size;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/particles.glsl

@@ -168,7 +168,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
 } material;
 #endif
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float lifetime;
 	bool clear;
 	uint total_particles;

+ 1 - 1
servers/rendering/renderer_rd/shaders/particles_copy.glsl

@@ -42,7 +42,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
 }
 trail_bind_poses;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 sort_direction;
 	uint total_particles;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/resolve.glsl

@@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
 
 #endif
 
-layout(push_constant, binding = 16, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	int sample_count;
 	uint pad;

+ 1 - 1
servers/rendering/renderer_rd/shaders/roughness_limiter.glsl

@@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(set = 0, binding = 0) uniform sampler2D source_normal;
 layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	float curve;
 	uint pad;

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl

@@ -21,7 +21,7 @@
 #endif
 #endif
 
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
 	uint instance_index;
 	uint uv_offset;
 	uint pad0;

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl

@@ -15,7 +15,7 @@
 
 /* don't exceed 128 bytes!! */
 /* put instance data into our push content, not a array */
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
 	highp mat4 transform; // 64 - 64
 	uint flags; // 04 - 68
 	uint instance_uniforms_ofs; //base offset in global buffer for instance variables	// 04 - 72

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl

@@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
 layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
 layout(set = 3, binding = 0) uniform sampler2D source_metallic;
 
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec4 proj_info;
 
 	ivec2 screen_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl

@@ -16,7 +16,7 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
 #endif
 layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
 
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec4 proj_info;
 
 	bool orthogonal;

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl

@@ -13,7 +13,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
 layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
 layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	float camera_z_near;
 	float camera_z_far;

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl

@@ -32,7 +32,7 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
 
 layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 grid_size;
 	uint max_cascades;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl

@@ -6,7 +6,7 @@
 
 #define MAX_CASCADES 8
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	mat4 projection;
 
 	uint band_power;
@@ -160,7 +160,7 @@ layout(location = 0) out vec4 frag_color;
 layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
 layout(set = 0, binding = 3) uniform sampler linear_sampler;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	mat4 projection;
 
 	uint band_power;

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl

@@ -82,7 +82,7 @@ lights;
 layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
 layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 grid_size;
 	uint max_cascades;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl

@@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
 #define SKY_MODE_COLOR 1
 #define SKY_MODE_SKY 2
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 grid_size;
 	uint max_cascades;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl

@@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
 
 #endif
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec3 scroll;
 
 	int grid_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/skeleton.glsl

@@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
 }
 bone_transforms;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	bool has_normal;
 	bool has_tangent;
 	bool has_skeleton;

+ 2 - 2
servers/rendering/renderer_rd/shaders/sky.glsl

@@ -12,7 +12,7 @@
 
 layout(location = 0) out vec2 uv_interp;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	mat3 orientation;
 	vec4 projections[MAX_VIEWS];
 	vec4 position_multiplier;
@@ -52,7 +52,7 @@ void main() {
 
 layout(location = 0) in vec2 uv_interp;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	mat3 orientation;
 	vec4 projections[MAX_VIEWS];
 	vec4 position_multiplier;

+ 1 - 1
servers/rendering/renderer_rd/shaders/sort.glsl

@@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
 }
 sort_buffer;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint total_elements;
 	uint pad[3];
 	ivec4 job_params;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl

@@ -25,7 +25,7 @@
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec2 pixel_size;
 	float z_far;
 	float z_near;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao.glsl

@@ -85,7 +85,7 @@ counter;
 layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
 
 // This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	int pass;
 	int quality;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_blur.glsl

@@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
 
 layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float edge_sharpness;
 	float pad;
 	vec2 half_screen_pixel_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl

@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
 counter;
 #endif
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec2 half_screen_pixel_size;
 	float intensity;
 	float power;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_interleave.glsl

@@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
 layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float inv_sharpness;
 	uint size_modifier;
 	vec2 pixel_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssil.glsl

@@ -87,7 +87,7 @@ layout(set = 3, binding = 1) uniform ProjectionConstants {
 }
 projection_constants;
 
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	int pass;
 	int quality;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssil_blur.glsl

@@ -12,7 +12,7 @@ layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_ima
 
 layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float edge_sharpness;
 	float pad;
 	vec2 half_screen_pixel_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl

@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
 counter;
 #endif
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec2 half_screen_pixel_size;
 	float intensity;
 	float pad;

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssil_interleave.glsl

@@ -10,7 +10,7 @@ layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_ima
 layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
 layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	float inv_sharpness;
 	uint size_modifier;
 	vec2 pixel_size;

+ 1 - 1
servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl

@@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
 
 #endif //USE_11_SAMPLES
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec2 screen_size;
 	float camera_z_far;
 	float camera_z_near;

+ 1 - 1
servers/rendering/renderer_rd/shaders/tonemap.glsl

@@ -53,7 +53,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
 layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
 #endif
 
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 bcs;
 	bool use_bcs;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/volumetric_fog.glsl

@@ -33,7 +33,7 @@ layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData
 }
 global_variables;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	vec3 position;
 	float pad;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/voxel_gi.glsl

@@ -74,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
 
 #ifndef MODE_DYNAMIC
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec3 limits;
 	uint stack_size;
 
@@ -108,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
 
 #ifdef MODE_DYNAMIC
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec3 limits;
 	uint light_count; //when not lighting
 	ivec3 x_dir;

+ 1 - 1
servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl

@@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
 
 layout(set = 0, binding = 3) uniform sampler tex_sampler;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	mat4 projection;
 	uint cell_offset;
 	float dynamic_range;

+ 2 - 2
servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl

@@ -33,7 +33,7 @@ cell_data;
 
 layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
 
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	uint offset;
 	uint end;
 	uint pad0;
@@ -66,7 +66,7 @@ void main() {
 }
 
 #if 0
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
 	ivec3 limits;
 	uint stack_size;
 }