1#version 310 es
2
3layout(location = 2) in vec4 inv4;
4layout(location = 1) out vec4 outv4;
5
6layout(binding = 3) uniform uBlock {
7    vec4 a;
8    ivec4 b;
9    uvec4 c;
10} uInst;
11
12void main()
13{
14    outv4 = normalize(inv4) * uInst.a * vec4(uInst.b) * vec4(uInst.c);
15}
16