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#version 450
layout(location = 0) in vec4 inv;
layout(location = 0) out vec4 outv;
vec4 globalv;
layout(binding = 0) uniform ubt {
vec4 v;
} uniformv;
layout(binding = 1) buffer bbt {
float f;
} bufferv;
layout(binding = 2, push_constant) uniform pushB {
int a;
} pushv;
void main()
{
vec4 functionv;
functionv = inv;
globalv = inv;
outv = functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
outv += functionv + inv + globalv + uniformv.v * pushv.a * bufferv.f;
}