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Image resources definition don't make sense #31

@n-e-l

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@n-e-l

In configuration we can provide multiple output ids

Pass {
    shader: "examples/feedback/shaders/blur.comp".to_string(),
    dispatches: DispatchConfig::FullScreen,
    input_resources: Vec::from([]),
    output_resources: Vec::from([ 0, 1 ]),
}

And in the shaders we get one out_image id

layout( push_constant ) uniform PushConstants
{
    float time;
    int in_image;
    int out_image;
} constants;

This doesn't make sense and might confuse end users.

Currently it's this system as the Pass resource id's are used to create the correct amount of images, otherwise only the first id is taken.

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