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05794b46a7
instead of allowing for multiple declarations of the variable in the resulting SPIR-V, instead use a retargeted mechanism to cause references to gl_VertexID and gl_InstanceID to use the gl_VertexIndex and gl_InstanceIndex symbol.
32 lines
852 B
GLSL
32 lines
852 B
GLSL
#version 460
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layout (location = 0) out vec4 io;
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// default uniforms will be gathered into a uniform block
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// final global block will merge uniforms from all linked files
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uniform vec4 a; // declared in both stages
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uniform vec2 b2; // declaration order swapped in other stage
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uniform vec2 b1;
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uniform vec4 c2; // not delcared in other file
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uniform vec4 d;
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uniform vec4 s[4];
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layout (binding = 0) uniform atomic_uint counter3;
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layout (binding = 0) uniform atomic_uint counter2;
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vec4 foo() {
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uint j = atomicCounterIncrement(counter2) + atomicCounterDecrement(counter3);
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vec4 v = a + vec4(b1.x, b1.y, b2.x, b2.y) + c2 + d;
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return float(j) * v;
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}
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void main() {
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vec4 v = foo();
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v = v + s[gl_VertexID - gl_VertexIndex];
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v.x = v.x - float(gl_InstanceID - gl_InstanceIndex);
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io = v;
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}
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