After my post last week about using arrays of textures to centralize texture bindings in vulkan, I wanted to see if I could do the same for uniform data.

It turns out you can - even if your shaders use different uniform buffer data (you just have to keep the uniform buffers the same size)

I wrote a tutorial/blog post thing about it here:

@khalladay interesting article! Btw, first link in the text is broke (goes to

@reedbeta ah crap, thought i i had filled all the link tags in, thanks for the heads up!

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