28 lines
		
	
	
		
			512 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			512 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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layout(location = 0) in vec4 inv;
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layout(location = 0) out vec4 outv;
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vec4 globalv;
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layout(binding = 0) uniform ubt {
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    vec4 v;
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} uniformv;
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layout(binding = 1) buffer bbt {
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    float f;
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} bufferv;
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layout(binding = 2, push_constant) uniform pushB {
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    int a;
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} pushv;
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void main()
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{
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    vec4 functionv;
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    functionv = inv;
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    globalv = inv;
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    outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
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    outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
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}
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