3 layout (location = 0) in vec4 position;
\r
4 layout (binding = 5) uniform ComponentsBlock
\r
10 layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex
\r
12 layout(xfb_stride = 80) vec4 gl_Position;
\r
17 gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0);
\r