#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 2, std140) uniform UBO { vec4 v[64]; } ubos[]; layout(set = 0, binding = 3, std430) readonly buffer SSBO { vec4 v[]; } ssbos[]; layout(set = 0, binding = 0) uniform texture2D uSamplers[]; layout(set = 0, binding = 1) uniform sampler uSamps[]; layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[]; layout(location = 0) flat in int vIndex; layout(location = 0) out vec4 FragColor; layout(location = 1) in vec2 vUV; void main() { int i = vIndex; int _59 = i + 10; int _64 = i + 40; FragColor = texture(sampler2D(uSamplers[nonuniformEXT(_59)], uSamps[nonuniformEXT(_64)]), vUV); int _71 = i + 10; FragColor = texture(uCombinedSamplers[nonuniformEXT(_71)], vUV); int _77 = i + 20; int _80 = i + 40; FragColor += ubos[nonuniformEXT(_77)].v[_80]; int _87 = i + 50; int _90 = i + 60; FragColor += ssbos[nonuniformEXT(_87)].v[_90]; }