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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
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layout(vertices = 4) out;
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int outa[gl_out.length()];
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patch out vec4 patchOut;
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void main()
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{
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barrier();
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int a = gl_MaxTessControlInputComponents +
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gl_MaxTessControlOutputComponents +
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gl_MaxTessControlTextureImageUnits +
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gl_MaxTessControlUniformComponents +
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gl_MaxTessControlTotalOutputComponents;
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize;
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float cd = gl_in[1].gl_ClipDistance[2];
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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int iid = gl_InvocationID;
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gl_out[gl_InvocationID].gl_Position = p;
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gl_out[gl_InvocationID].gl_PointSize = ps;
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gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
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gl_TessLevelOuter[3] = 3.2;
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gl_TessLevelInner[1] = 1.3;
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}
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in vec2 inb[];
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in vec2 ind[gl_MaxPatchVertices];
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 3) in vec4 ivla[];
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layout(location = 4) in vec4 ivlb[];
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layout(location = 3) out vec4 ovla[];
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layout(location = 4) out vec4 ovlb[];
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