dd1f53ff15
Was not keeping offset in sync with actual_offset and HLSL could trigger spurious realignments due to the straddle check.
51 lines
525 B
GLSL
51 lines
525 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform UBO
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{
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vec4 a[2]; // 0
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vec4 b; // 32
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vec4 c; // 48
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mat4x4 d; // 64
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float e; // 128
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vec2 f; // 136
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float g; // 144
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vec2 h; // 152
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float i; // 160
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vec2 j; // 168
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float k;
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vec2 l;
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float m;
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float n;
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float o;
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vec4 p;
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vec4 q;
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vec3 r;
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vec4 s;
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vec4 t;
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vec4 u;
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float v;
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float w;
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float x;
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float y;
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float z;
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float aa;
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float ab;
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float ac;
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float ad;
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float ae;
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vec4 ef;
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};
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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 = a[1];
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}
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