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#version 450
layout (location = 0) in vec3 position;
layout (std140, binding = 6) uniform unused0
{
int unused;
}u0;
layout (binding = 0) uniform u
{
mat4 matrix;
};
layout (std430, binding = 5) readonly buffer ssbo5
{
float _float[];
};
layout (std140, binding = 3) readonly buffer ssbo3
{
vec4 _vec4;
};
layout (std430, binding = 4) readonly buffer ssbo1
{
bool _bool[];
};
layout (std430, binding = 1) readonly buffer unused1
{
int unused[];
}u1;
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0
float a = _float[0] == 0 && _bool[0] ? 1 : 1;
gl_Position = vec4(0);
if(_bool.length() == 32)
gl_Position = a * matrix * vec4(position*_vec4.xyz, _float.length() == 64 ? 1.0 : 0.0);
}
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