1#version 450
2
3layout(location = 0) in vec4 inv;
4layout(location = 0) out vec4 outv;
5
6vec4 globalv;
7
8layout(binding = 0) uniform ubt {
9    vec4 v;
10} uniformv;
11
12layout(binding = 1) buffer bbt {
13    float f;
14} bufferv;
15
16layout(binding = 2, push_constant) uniform pushB {
17    int a;
18} pushv;
19
20void main()
21{
22    vec4 functionv;
23    functionv = inv;
24    globalv = inv;
25    outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
26    outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
27}
28