Any graphics engineers out there who structure their pixel and vertex shaders together? Because the two have to link together, I find it's easier to write 1 file with two entry points (ie, vs_main(), fs_main()) and then your UBOs and resources always match.
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Hmm mainly, I've been finding the cross-section of what's being shared from stage to stage is shrinking. Many studios I've worked with have had thousand+ lines of code in a single shader file, so I've found that just separating them (grouping within directories) helps my sanity
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What holds me up here is explicit bindings. Sure, vertex shader may rarely, if ever, use the same buffers/textures as the fragment shader, but they still have to agree on binding. No overlapping, for instance. If spread across files, how do they all agree?
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