mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-27 21:20:30 +00:00
1be8063e01
Also, generally allow ES variable indexing of in/out blocks.
44 lines
1.1 KiB
GLSL
44 lines
1.1 KiB
GLSL
#version 400 core
|
|
|
|
layout(vertices = 4) out;
|
|
int outa[gl_out.length()];
|
|
|
|
patch out vec4 patchOut;
|
|
|
|
void main()
|
|
{
|
|
barrier();
|
|
|
|
int a = gl_MaxTessControlInputComponents +
|
|
gl_MaxTessControlOutputComponents +
|
|
gl_MaxTessControlTextureImageUnits +
|
|
gl_MaxTessControlUniformComponents +
|
|
gl_MaxTessControlTotalOutputComponents;
|
|
|
|
vec4 p = gl_in[1].gl_Position;
|
|
float ps = gl_in[1].gl_PointSize;
|
|
float cd = gl_in[1].gl_ClipDistance[2];
|
|
|
|
int pvi = gl_PatchVerticesIn;
|
|
int pid = gl_PrimitiveID;
|
|
int iid = gl_InvocationID;
|
|
|
|
gl_out[gl_InvocationID].gl_Position = p;
|
|
gl_out[gl_InvocationID].gl_PointSize = ps;
|
|
gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
|
|
|
|
gl_TessLevelOuter[3] = 3.2;
|
|
gl_TessLevelInner[1] = 1.3;
|
|
}
|
|
|
|
in vec2 inb[];
|
|
in vec2 ind[gl_MaxPatchVertices];
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
layout(location = 3) in vec4 ivla[];
|
|
layout(location = 4) in vec4 ivlb[];
|
|
|
|
layout(location = 3) out vec4 ovla[];
|
|
layout(location = 4) out vec4 ovlb[];
|