SPIRV-Cross/reference/opt/shaders/asm/geom/block-name-namespace.asm.geom

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#version 450
layout(triangles) in;
layout(max_vertices = 4, triangle_strip) out;
layout(binding = 0, std140) uniform VertexInput
{
vec4 a;
} VertexInput_1;
layout(binding = 0, std430) buffer VertexInput
{
vec4 b;
} VertexInput_2;
layout(location = 0) out VertexInput
{
vec4 vColor;
} VertexInput_3;
layout(location = 0) in VertexInput
{
vec4 vColor;
} vin[3];
void main()
{
gl_Position = (vec4(1.0) + VertexInput_1.a) + VertexInput_2.b;
VertexInput_3.vColor = vin[0].vColor;
EmitVertex();
}