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Update location_component_interface.adoc
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chapters/location_component_interface.adoc

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This chapter is an overview of the link:https://docs.vulkan.org/spec/latest/chapters/interfaces.html#interfaces-iointerfaces-locations[Location and Component Assignment] chapter to help give examples, especially around some of the more extreme edge cases.
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The simplest way to think about a `Location` is that it is made up of four 32-bit `Components`.
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The simplest way to think about a `Location` is that it is made up of four 32-bit `Component`.
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This means a `vec4`/`float4`/`uvec4`/etc will fit perfectly in a single `Location`.
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Multiple variables can be packed into the same `Location` if their `Components` do not overlap.
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Multiple variables can be packed into the same `Location` if their `Componens` do not overlap.
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Locations are used for both the `Input` and `Output` to interface between shaders stages when possible.
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For most people, this chapter is much deeper into edge cases compared who developers generally use the `Location` interface. For those developers, the simple advise to take away is:
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1. Use less `Location` if possible.
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2. If you need many `Location`s, make sure you are link:https://docs.vulkan.org/spec/latest/chapters/interfaces.html#interfaces-iointerfaces-limits[under the limits].
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2. If you need many `Location`, make sure you are link:https://docs.vulkan.org/spec/latest/chapters/interfaces.html#interfaces-iointerfaces-limits[under the limits].
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== Basic Example
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