spv.1.4.OpEntryPoint.frag 512 B

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  1. #version 450
  2. layout(location = 0) in vec4 inv;
  3. layout(location = 0) out vec4 outv;
  4. vec4 globalv;
  5. layout(binding = 0) uniform ubt {
  6. vec4 v;
  7. } uniformv;
  8. layout(binding = 1) buffer bbt {
  9. float f;
  10. } bufferv;
  11. layout(binding = 2, push_constant) uniform pushB {
  12. int a;
  13. } pushv;
  14. void main()
  15. {
  16. vec4 functionv;
  17. functionv = inv;
  18. globalv = inv;
  19. outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
  20. outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
  21. }