SPIRV-Cross/shaders-msl/masking/copy-arrays.mask-location-0.msl2.multi-patch.tesc

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#version 450
layout(vertices = 4) out;
layout(location = 0) out vec4 Foo[][2];
layout(location = 0) in vec4 iFoo[][2];
layout(location = 2) patch out vec4 pFoo[2];
layout(location = 2) in vec4 ipFoo[];
void main()
{
gl_out[gl_InvocationID].gl_Position = vec4(1.0);
Foo[gl_InvocationID] = iFoo[gl_InvocationID];
if (gl_InvocationID == 0)
{
pFoo = vec4[](ipFoo[0], ipFoo[1]);
}
}