#version 450 | |
layout (location = 0) in vec4 position; | |
layout (binding = 5) uniform ComponentsBlock | |
{ | |
vec4 c1; | |
vec2 c2; | |
} components; | |
layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex | |
{ | |
layout(xfb_stride = 80) vec4 gl_Position; | |
}; | |
void main() | |
{ | |
gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0); | |
} |