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#version 440
layout(std140) uniform AccessedUniformBlock
{
vec4 a;
vec4 b;
};
layout(std140) uniform NotAccessedUniformBlock
{
vec4 c;
vec4 d;
};
layout(std430) buffer AccessedStorageBlock
{
float e[512];
};
layout(std430) buffer NotAccessedStorageBlock
{
float f[512];
};
uniform sampler2D uSampler0; // accessed
uniform sampler2D uSampler1; // not accessed
layout(location = 0) out vec4 a0; // accessed
layout(location = 1) out vec4 a1; // not accessed
layout(location = 2) out vec4 a2; // accessed
layout(location = 3) out vec4 a3; // not accessed
void main()
{
a0 = a + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5));
a1 = c + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5));
a2 = b + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5));
a3 = d + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5));
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
}
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