//dual-source-blending.slang.glsl #version 450 layout(row_major) uniform; layout(row_major) buffer; layout(location = 0) out vec4 main_a_0; layout(location = 0, index = 1) out vec4 main_b_0; layout(location = 0) in vec4 v_0; struct FragmentOutput_0 { vec4 a_0; vec4 b_0; }; void main() { const vec4 _S1 = vec4(0.0, 0.0, 0.0, 0.0); FragmentOutput_0 f_0; f_0.a_0 = _S1; f_0.b_0 = _S1; f_0.a_0 = v_0; f_0.b_0 = v_0; FragmentOutput_0 _S2 = f_0; main_a_0 = f_0.a_0; main_b_0 = _S2.b_0; return; }