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Using vec3 in BindGroupLayout gives error during draw. #7

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@philogb

I was not able to spot exactly where the issue happens, but was able to work around it by making all Uniforms within a BindGroupLayout vec4 instead of vec3.

When using vec3 I would get:

Binding sizes are too small for bind group 0

For reference the current bindgrouplayout I'm using:

const circlesBindGroupLayout = new BindGroupLayout([ { buffer: {}, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, name: "Circles", uniforms: [ new Uniform("D_a", "vec4"), new Uniform("D_A", "vec4"), new Uniform("D_b", "vec4"), new Uniform("D_B", "vec4"), new Uniform("dimensions", "vec4") ], }, ]); return circlesBindGroupLayout;

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