#version 450 layout(location = 0) in vec4 inv; layout(location = 0) out vec4 outv; vec4 globalv; layout(binding = 0) uniform ubt { vec4 v; } uniformv; layout(binding = 1) buffer bbt { float f; } bufferv; layout(binding = 2, push_constant) uniform pushB { int a; } pushv; void main() { vec4 functionv; functionv = inv; globalv = inv; outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f; }