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- #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;
- }
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