#version 310 es precision mediump float; layout(std140, binding = 0) uniform UBO0 { vec4 a; vec4 b; }; layout(std140, binding = 0) uniform UBO1 { ivec4 c; ivec4 d; }; layout(std140, binding = 0) uniform UBO2 { uvec4 e; uvec4 f; }; layout(location = 0) out vec4 FragColor; void main() { FragColor = vec4(c) + vec4(d) + vec4(e) + vec4(f) + a + b; }