1#version 450
2layout(triangles) in;
3layout(max_vertices = 4, triangle_strip) out;
4
5layout(binding = 0, std140) uniform VertexInput
6{
7    vec4 a;
8} VertexInput_1;
9
10layout(binding = 0, std430) buffer VertexInput
11{
12    vec4 b;
13} VertexInput_2;
14
15layout(location = 0) out VertexInput
16{
17    vec4 vColor;
18} VertexInput_3;
19
20layout(location = 0) in VertexInput
21{
22    vec4 vColor;
23} vin[3];
24
25
26void main()
27{
28    vec4 VertexInput_4 = vec4(1.0);
29    gl_Position = (VertexInput_4 + VertexInput_1.a) + VertexInput_2.b;
30    VertexInput_3.vColor = vin[0].vColor;
31    EmitVertex();
32}
33
34