
This includes all "per variable" layout qualifiers, but the key ones mattering and tested for now are: set= binding= constant_id= push_constant
15 lines
275 B
GLSL
15 lines
275 B
GLSL
layout(set=3,binding=5) tbuffer tbufName {
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layout(offset = 16) float4 v1;
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};
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layout(push_constant) tbuffer tbufName2 {
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float4 v5;
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};
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layout(constant_id=17) const int specConst = 10;
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float4 PixelShaderFunction(float4 input) : COLOR0
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{
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return input + v1 + v5;
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}
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