3 layout(binding=1) uniform sampler2D s2D;
\r
5 int a1[]; // max size from link1
\r
6 int a2[]; // max size from link2
\r
11 layout (binding = 0) buffer bnameRuntime { float r[]; };
\r
12 layout (binding = 1) buffer bnameImplicit { float m[4]; };
\r
22 return texture(s2D, vec2(0.5));
\r