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