SPIRV-Cross/reference/shaders-no-opt/asm/tesc/array-of-block-output-initializer.asm.tesc

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#version 450
layout(vertices = 4) out;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[1];
} gl_out[4];
layout(location = 0) patch out vert
{
float v0;
float v1;
} _5;
layout(location = 2) patch out vert_patch
{
float v2;
float v3;
} patches[2];
layout(location = 6) patch out float v2;
layout(location = 7) out float v3[4];
layout(location = 8) out vert2
{
float v4;
float v5;
} verts[4];
const vec4 _3_0_init[4] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
const float _3_1_init[4] = float[](0.0, 0.0, 0.0, 0.0);
const float _3_2_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0));
const float _3_3_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0));
const float _6_0_init[2] = float[](0.0, 0.0);
const float _6_1_init[2] = float[](0.0, 0.0);
const float _7_init = 0.0;
const float _8_init[4] = float[](0.0, 0.0, 0.0, 0.0);
const float _9_0_init[4] = float[](0.0, 0.0, 0.0, 0.0);
const float _9_1_init[4] = float[](0.0, 0.0, 0.0, 0.0);
void main()
{
gl_out[gl_InvocationID].gl_Position = _3_0_init[gl_InvocationID];
gl_out[gl_InvocationID].gl_PointSize = _3_1_init[gl_InvocationID];
gl_out[gl_InvocationID].gl_ClipDistance = _3_2_init[gl_InvocationID];
gl_out[gl_InvocationID].gl_CullDistance = _3_3_init[gl_InvocationID];
if (gl_InvocationID == 0)
{
_5.v0 = 0.0;
}
if (gl_InvocationID == 0)
{
_5.v1 = 0.0;
}
if (gl_InvocationID == 0)
{
patches[0].v2 = _6_0_init[0];
}
if (gl_InvocationID == 0)
{
patches[1].v2 = _6_0_init[1];
}
if (gl_InvocationID == 0)
{
patches[0].v3 = _6_1_init[0];
}
if (gl_InvocationID == 0)
{
patches[1].v3 = _6_1_init[1];
}
if (gl_InvocationID == 0)
{
v2 = _7_init;
}
v3[gl_InvocationID] = _8_init[gl_InvocationID];
verts[gl_InvocationID].v4 = _9_0_init[gl_InvocationID];
verts[gl_InvocationID].v5 = _9_1_init[gl_InvocationID];
gl_out[gl_InvocationID].gl_Position = vec4(1.0);
}