#version 450 struct VertexOutput { vec4 HPosition; }; struct TestStruct { vec3 position; float radius; }; layout(binding = 0, std140) uniform CB0 { TestStruct CB0[16]; } _24; layout(location = 0) out vec4 _entryPointOutput; vec4 _main(VertexOutput IN) { TestStruct st; st.position = _24.CB0[1].position; st.radius = _24.CB0[1].radius; vec4 col = vec4(st.position, st.radius); return col; } void main() { VertexOutput IN; IN.HPosition = gl_FragCoord; VertexOutput param = IN; _entryPointOutput = _main(param); }