#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #pragma shader_stage(vertex) layout (set = 0, binding = 1) uniform isamplerBuffer texel_buffer_i; layout (set = 0, binding = 2) uniform samplerBuffer texel_buffer_f; void main() { int i = texelFetch(texel_buffer_i, gl_InstanceIndex).x; float f = texelFetch(texel_buffer_f, gl_InstanceIndex).x; gl_Position = vec4(i, f, 0, 1); }