SPIRV-Cross/shaders-hlsl/vert/qualifiers.vert

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#version 450
layout(location = 0) flat out float vFlat;
layout(location = 1) centroid out float vCentroid;
layout(location = 2) sample out float vSample;
layout(location = 3) noperspective out float vNoperspective;
layout(location = 4) out Block
{
flat float vFlat;
centroid float vCentroid;
sample float vSample;
noperspective float vNoperspective;
} vout;
void main()
{
gl_Position = vec4(1.0);
vFlat = 0.0;
vCentroid = 1.0;
vSample = 2.0;
vNoperspective = 3.0;
vout.vFlat = 0.0;
vout.vCentroid = 1.0;
vout.vSample = 2.0;
vout.vNoperspective = 3.0;
}