41 lines
932 B
GLSL
41 lines
932 B
GLSL
#version 440
|
|
|
|
layout(std140) uniform AccessedUniformBlock
|
|
{
|
|
vec4 a;
|
|
vec4 b;
|
|
};
|
|
|
|
layout(std140) uniform NotAccessedUniformBlock
|
|
{
|
|
vec4 c;
|
|
vec4 d;
|
|
};
|
|
|
|
layout(std430) buffer AccessedStorageBlock
|
|
{
|
|
float e[512];
|
|
};
|
|
|
|
layout(std430) buffer NotAccessedStorageBlock
|
|
{
|
|
float f[512];
|
|
};
|
|
|
|
uniform sampler2D uSampler0; // accessed
|
|
uniform sampler2D uSampler1; // not accessed
|
|
|
|
layout(location = 0) out vec4 a0; // accessed
|
|
layout(location = 1) out vec4 a1; // not accessed
|
|
layout(location = 2) out vec4 a2; // accessed
|
|
layout(location = 3) out vec4 a3; // not accessed
|
|
|
|
void main()
|
|
{
|
|
a0 = a + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5));
|
|
a1 = c + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5));
|
|
a2 = b + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5));
|
|
a3 = d + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5));
|
|
|
|
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
|
|
}
|