#version 450 #extension GL_EXT_scalar_block_layout : require layout(set = 0, binding = 0, std430) uniform UBO { float a[1024]; vec3 b[2]; } _17; layout(set = 0, binding = 1, std430) uniform UBOEnhancedLayout { layout(offset = 0) float c[1024]; layout(offset = 4096) vec3 d[2]; layout(offset = 10000) float e; } _30; layout(location = 0) out float FragColor; layout(location = 0) flat in int vIndex; void main() { FragColor = (_17.a[vIndex] + _30.c[vIndex]) + _30.e; }