SPIRV-Cross/shaders/vert/invariant.vert

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#version 310 es
invariant gl_Position;
layout(location = 0) invariant out vec4 vColor;
layout(location = 0) in vec4 vInput0;
layout(location = 1) in vec4 vInput1;
layout(location = 2) in vec4 vInput2;
void main()
{
gl_Position = vInput0 + vInput1 * vInput2;
vColor = (vInput0 - vInput1) * vInput2;
}