1#version 450 2 3layout(location = 0) in vec4 inv; 4layout(location = 0) out vec4 outv; 5 6vec4 globalv; 7 8layout(binding = 0) uniform ubt { 9 vec4 v; 10} uniformv; 11 12layout(binding = 1) buffer bbt { 13 float f; 14} bufferv; 15 16layout(binding = 2, push_constant) uniform pushB { 17 int a; 18} pushv; 19 20void main() 21{ 22 vec4 functionv; 23 functionv = inv; 24 globalv = inv; 25 outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; 26 outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; 27} 28