1 #version 450 2 3 layout (location = 0) in vec4 position; 4 layout (binding = 5) uniform ComponentsBlock 5 { 6 vec4 c1; 7 vec2 c2; 8 } components; 9 10 layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex 11 { 12 layout(xfb_stride = 80) vec4 gl_Position; 13 }; 14 15 void main() 16 { 17 gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0); 18 }