1#version 440 2 3layout(std140) uniform AccessedUniformBlock 4{ 5 vec4 a; 6 vec4 b; 7}; 8 9layout(std140) uniform NotAccessedUniformBlock 10{ 11 vec4 c; 12 vec4 d; 13}; 14 15layout(std430) buffer AccessedStorageBlock 16{ 17 float e[512]; 18}; 19 20layout(std430) buffer NotAccessedStorageBlock 21{ 22 float f[512]; 23}; 24 25uniform sampler2D uSampler0; // accessed 26uniform sampler2D uSampler1; // not accessed 27 28layout(location = 0) out vec4 a0; // accessed 29layout(location = 1) out vec4 a1; // not accessed 30layout(location = 2) out vec4 a2; // accessed 31layout(location = 3) out vec4 a3; // not accessed 32 33void main() 34{ 35 a0 = a + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5)); 36 a1 = c + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5)); 37 a2 = b + vec4(e[0]) + texture(uSampler0, vec2(0.5, 0.5)); 38 a3 = d + vec4(f[1]) + texture(uSampler1, vec2(0.5, 0.5)); 39 40 gl_Position = vec4(1.0, 1.0, 1.0, 1.0); 41} 42