//dual-source-blending.slang.glsl #version 450 layout(row_major) uniform; layout(row_major) buffer; layout(location = 0) out vec4 _S1; layout(location = 0, index = 1) out vec4 _S2; layout(location = 0) in vec4 _S3; struct FragmentOutput_0 { vec4 a_0; vec4 b_0; }; void main() { FragmentOutput_0 f_0; FragmentOutput_0 _S4 = { vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0) }; f_0 = _S4; f_0.a_0 = _S3; f_0.b_0 = _S3; FragmentOutput_0 _S5 = f_0; _S1 = _S5.a_0; _S2 = _S5.b_0; return; }