| #version 450 | |
| layout (location = 0) in vec4 position; | |
| layout (binding = 5) uniform ComponentsBlock | |
| { | |
| vec4 c1; | |
| vec2 c2; | |
| } components; | |
| layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex | |
| { | |
| vec4 gl_Position; | |
| }; | |
| void main() | |
| { | |
| gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0); | |
| } |