Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
#3044 #2667
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@@ -300,7 +300,7 @@ void StaticModel::FlushVertexColors()
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vertexColorsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("VertexColors"));
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if (vertexColorsBuffer->GetSize() != size)
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{
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if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(sizeof(Color32), vertexColorsData.Count())))
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if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(VB2ElementType::GetLayout(), sizeof(Color32), vertexColorsData.Count(), nullptr)))
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break;
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}
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(vertexColorsBuffer, vertexColorsData.Get(), size);
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