1#version 450 2 3layout (location = 0) in vec4 position; 4layout (binding = 5) uniform ComponentsBlock 5{ 6 vec4 c1; 7 vec2 c2; 8} components; 9 10layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex 11{ 12 vec4 gl_Position; 13}; 14 15void main() 16{ 17 gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0); 18}