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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}