| #version 460 | |
| layout (location = 0) out vec4 io; | |
| // default uniforms will be gathered into a uniform block | |
| // final global block will merge uniforms from all linked files | |
| uniform vec4 a; // declared in both stages | |
| uniform vec2 b2; // declaration order swapped in other stage | |
| uniform vec2 b1; | |
| uniform vec4 c2; // not delcared in other file | |
| uniform vec4 d; | |
| uniform vec4 s[4]; | |
| layout (binding = 0) uniform atomic_uint counter3; | |
| layout (binding = 0) uniform atomic_uint counter2; | |
| vec4 foo() { | |
| uint j = atomicCounterIncrement(counter2) + atomicCounterDecrement(counter3); | |
| vec4 v = a + vec4(b1.x, b1.y, b2.x, b2.y) + c2 + d; | |
| return float(j) * v; | |
| } | |
| void main() { | |
| vec4 v = foo(); | |
| v = v + s[gl_VertexID - gl_VertexIndex]; | |
| v.x = v.x - float(gl_InstanceID - gl_InstanceIndex); | |
| io = v; | |
| } |