#version 450
#extension GL_EXT_scalar_block_layout : require

layout(set = 0, binding = 0, std430) uniform UBO
{
    float a[1024];
    vec3 b[2];
} _17;

layout(set = 0, binding = 1, std430) uniform UBOEnhancedLayout
{
    layout(offset = 0) float c[1024];
    layout(offset = 4096) vec3 d[2];
    layout(offset = 10000) float e;
} _30;

layout(location = 0) out float FragColor;
layout(location = 0) flat in int vIndex;

void main()
{
    FragColor = (_17.a[vIndex] + _30.c[vIndex]) + _30.e;
}

