SPIRV-Cross/shaders-msl-no-opt/tesc/tess-level-read-write-in-function-quad.tesc

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#version 450
layout(vertices = 1) out;
float load_tess_level_in_func()
{
return gl_TessLevelInner[0] + gl_TessLevelOuter[1];
}
void store_tess_level_in_func()
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 2.0;
gl_TessLevelOuter[0] = 3.0;
gl_TessLevelOuter[1] = 4.0;
gl_TessLevelOuter[2] = 5.0;
gl_TessLevelOuter[3] = 6.0;
}
void main()
{
store_tess_level_in_func();
float v = load_tess_level_in_func();
gl_out[gl_InvocationID].gl_Position = vec4(v);
}