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RealTimeFractal/Shaders/Vertex.glsl
2025-11-08 22:23:22 +01:00

11 lines
165 B
GLSL

#version 460 core
layout(std430, binding = 3) buffer layoutName
{
vec2 data_SSBO[];
};
void main()
{
gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
}