#version 450 layout(binding=1) uniform sampler2D s2D; int a1[]; // max size from link1 int a2[]; // max size from link2 int b[]; int c[7]; int i; layout (binding = 0) buffer bnameRuntime { float r[]; }; layout (binding = 1) buffer bnameImplicit { float m[4]; }; vec4 getColor() { a1[2] = 1; a2[9] = 1; b[2] = 1; c[3] = 1; c[i] = 1; return texture(s2D, vec2(0.5)); }