aac6885950
To facilitate an improved linking-by-name use case for older GL, we will be more aggressive about merging struct definitions, even for rather unrelated cases where we don't strictly need to use type aliases.
27 lines
352 B
GLSL
27 lines
352 B
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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struct Str
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{
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mat4 foo;
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};
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layout(binding = 0, std140) uniform UBO1
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{
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layout(row_major) Str foo;
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} ubo1;
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layout(binding = 1, std140) uniform UBO2
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{
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Str foo;
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} ubo0;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = ubo1.foo.foo[0] + ubo0.foo.foo[0];
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}
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