#version 450 | |
layout(location = 0) in vec4 inv; | |
layout(location = 0) out vec4 outv; | |
vec4 globalv; | |
layout(binding = 0) uniform ubt { | |
vec4 v; | |
} uniformv; | |
layout(binding = 1) buffer bbt { | |
float f; | |
} bufferv; | |
layout(binding = 2, push_constant) uniform pushB { | |
int a; | |
} pushv; | |
void main() | |
{ | |
vec4 functionv; | |
functionv = inv; | |
globalv = inv; | |
outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; | |
outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; | |
} |