#version 460 layout(location = 5) in outBlock { vec4 o3; }; in vec2 o2; // declaration order different than vertex shader in vec4 o1; // declaration order different than vertex shader out vec4 outColor; uniform vec2 u1; uniform vec3 u2; // initializer present in vertex stage uniform vec4 u3 = vec4(0); // initializer matches initializer in vertex stage uniform mat2 um2 = mat2(4.0); layout (location = 0, binding = 0) uniform sampler2D glass; uniform crossStageBlock1 { uniform vec4 a; vec4 b; }; buffer fragOnlyBlock { vec2 fb1; }; uniform crossStageBlock2 { uniform vec4 a; vec2 b; } blockName2 [2]; // instance name different from vert void main() { vec4 color = o1 * u1.rgrg * u2.rgbr * u3.rgba; // o1 is statically used outColor = color; }