2 #extension GL_EXT_nonuniform_qualifier : require
\r
3 layout(set=0,binding=4,rgba32f) uniform imageBuffer data[];
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4 layout(location = 0) out vec4 FragColor;
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5 layout(location = 3) in flat int rIndex;
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8 FragColor = imageLoad(data[nonuniformEXT(rIndex)], 0);
\r