In glsl 420 functionality was added to specify binding in the shader instead of having to call glUniform1i. For example:
layout(binding = 0) uniform sampler2D u_Texture;
But how can that be done for arrays?
layout(binding ?) uniform sampler2D u_Textures[16];
I want the bindings to be 0,1,2,...,15. Is there no way for me to do this in glsl without any glUniform calls?