#version 460 layout (location = 0) out vec4 io; // default uniforms will be gathered into a uniform block // final global block will merge uniforms from all linked files uniform vec4 a; // declared in both stages uniform vec2 b2; // declaration order swapped in other stage uniform vec2 b1; uniform vec4 c2; // not delcared in other file uniform vec4 d; uniform vec4 s[4]; layout (binding = 0) uniform atomic_uint counter3; layout (binding = 0) uniform atomic_uint counter2; vec4 foo() { uint j = atomicCounterIncrement(counter2) + atomicCounterDecrement(counter3); vec4 v = a + vec4(b1.x, b1.y, b2.x, b2.y) + c2 + d; return float(j) * v; } void main() { vec4 v = foo(); v = v + s[gl_VertexID - gl_VertexIndex]; v.x = v.x - float(gl_InstanceID - gl_InstanceIndex); io = v; }