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Problems with reading a textureCube from a computeshader #833

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Compute shaders use set #0 for resources instead of set 2, e.g.

layout(set = 0, binding = 0) uniform sampler mySampler;
// or just
layout(binding = 0) uniform sampler mySampler;

Also if you're using a nightly build, the layout(set = X, binding = X) decorations are optional and LÖVR will figure them out automatically.

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@sebastian-wolter-itk
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