#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() { vec4 VertexInput_4 = vec4(1.0); gl_Position = (VertexInput_4 + VertexInput_1.a) + VertexInput_2.b; VertexInput_3.vColor = vin[0].vColor; EmitVertex(); }