1#version 450
2
3#extension GL_EXT_shader_8bit_storage: require
4
5layout(binding = 0) readonly uniform Vertices
6{
7 uint8_t vertices[512];
8};
9
10layout(location = 0) out vec4 color;
11
12void main()
13{
14 color = vec4(int(vertices[gl_VertexIndex]));
15}
16