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GPUShaderStageBit.NONE seems useless #193

@litherum

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@litherum
{binding: 0, visibility: GPUShaderStageBit.NONE, type: "uniform-buffer"}

GPUShaderStageBit is only used in one place. Using it in that place seems useless.

Or: Is there a difference between making a resource bound with GPUShaderStageBit.NONE and not having anything bound?

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