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#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;
}
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