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      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 }