3 layout(location = 0) in vec4 inv;
4 layout(location = 0) out vec4 outv;
8 layout(binding = 0) uniform ubt {
12 layout(binding = 1) buffer bbt {
16 layout(push_constant) uniform pushB {
25 outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
26 outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;