SPIRV-Cross/shaders-msl-no-opt/tesc/passthrough-clip-cull.multi-patch.tesc

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#version 450
layout(vertices = 4) out;
in gl_PerVertex
{
float gl_ClipDistance[2];
float gl_CullDistance[1];
} gl_in[];
out gl_PerVertex
{
float gl_ClipDistance[2];
float gl_CullDistance[1];
} gl_out[];
void main()
{
gl_out[gl_InvocationID].gl_ClipDistance[0] = gl_in[gl_InvocationID].gl_ClipDistance[0];
gl_out[gl_InvocationID].gl_ClipDistance[1] = gl_in[gl_InvocationID].gl_ClipDistance[1];
gl_out[gl_InvocationID].gl_CullDistance[0] = gl_in[gl_InvocationID].gl_CullDistance[0];
}