#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 2, std140) uniform UBO { vec4 v[64]; } ubos[]; layout(set = 0, binding = 3, std430) readonly buffer SSBO { vec4 v[]; } ssbos[]; layout(set = 0, binding = 0) uniform texture2D uSamplers[]; layout(set = 0, binding = 1) uniform sampler uSamps[]; layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[]; layout(location = 0) flat in int vIndex; layout(location = 0) out vec4 FragColor; layout(location = 1) in vec2 vUV; void main() { int _22 = vIndex + 10; int _32 = vIndex + 40; FragColor = texture(sampler2D(uSamplers[nonuniformEXT(_22)], uSamps[nonuniformEXT(_32)]), vUV); FragColor = texture(uCombinedSamplers[nonuniformEXT(_22)], vUV); FragColor += ubos[nonuniformEXT(vIndex + 20)].v[_32]; FragColor += ssbos[nonuniformEXT(vIndex + 50)].v[vIndex + 60]; }