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4590c63b40
Add scalar swizzling to constant composites as well.
17 lines
355 B
GLSL
17 lines
355 B
GLSL
#version 450
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layout(location = 0) flat in float vFloat;
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layout(location = 1) flat in int vInt;
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layout(location = 0) out vec4 Float;
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layout(location = 1) out ivec4 Int;
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layout(location = 2) out vec4 Float2;
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layout(location = 3) out ivec4 Int2;
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void main()
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{
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Float = vec4(vFloat) * 2.0;
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Int = ivec4(vInt) * 2;
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Float2 = vec4(10.0);
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Int2 = ivec4(10);
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}
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