| #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; | |
| } |