spv.xfb2.vert 336 B

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  1. #version 450
  2. layout (location = 0) in vec4 position;
  3. layout (binding = 5) uniform ComponentsBlock
  4. {
  5. vec4 c1;
  6. vec2 c2;
  7. } components;
  8. layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex
  9. {
  10. vec4 gl_Position;
  11. };
  12. void main()
  13. {
  14. gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0);
  15. }