1#version 460 2 3 4layout(location = 5) in outBlock { 5 vec4 o3; 6}; 7 8in vec2 o2; // declaration order different than vertex shader 9in vec4 o1; // declaration order different than vertex shader 10 11out vec4 outColor; 12 13uniform vec2 u1; 14uniform vec3 u2; // initializer present in vertex stage 15uniform vec4 u3 = vec4(0); // initializer matches initializer in vertex stage 16 17uniform mat2 um2 = mat2(4.0); 18 19layout (location = 0, binding = 0) uniform sampler2D glass; 20 21uniform crossStageBlock1 { 22 uniform vec4 a; 23 vec4 b; 24}; 25 26buffer fragOnlyBlock { 27 vec2 fb1; 28}; 29 30uniform crossStageBlock2 { 31 uniform vec4 a; 32 vec2 b; 33} blockName2 [2]; // instance name different from vert 34 35 36void main() 37{ 38 vec4 color = o1 * u1.rgrg * u2.rgbr * u3.rgba; // o1 is statically used 39 outColor = color; 40} 41 42