xkslang/Test/spv.xfb3.vert

18 строки
360 B
GLSL

#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);
}