SPIRV-Cross/reference/shaders-no-opt/asm/tesc/tess-fixed-input-array-builtin-array.invalid.asm.tesc

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#version 450
layout(vertices = 3) out;
struct VertexOutput
{
vec4 pos;
vec2 uv;
};
struct HSOut
{
vec4 pos;
vec2 uv;
};
struct HSConstantOut
{
float EdgeTess[3];
float InsideTess;
};
struct VertexOutput_1
{
vec2 uv;
};
struct HSOut_1
{
vec2 uv;
};
layout(location = 0) in VertexOutput_1 p[];
layout(location = 0) out HSOut_1 _entryPointOutput[3];
HSOut _hs_main(VertexOutput p_1[3], uint i)
{
HSOut _output;
_output.pos = p_1[i].pos;
_output.uv = p_1[i].uv;
return _output;
}
HSConstantOut PatchHS(VertexOutput _patch[3])
{
HSConstantOut _output;
_output.EdgeTess[0] = (vec2(1.0) + _patch[0].uv).x;
_output.EdgeTess[1] = (vec2(1.0) + _patch[0].uv).x;
_output.EdgeTess[2] = (vec2(1.0) + _patch[0].uv).x;
_output.InsideTess = (vec2(1.0) + _patch[0].uv).x;
return _output;
}
void main()
{
VertexOutput p_1[3];
p_1[0].pos = gl_in[0].gl_Position;
p_1[0].uv = p[0].uv;
p_1[1].pos = gl_in[1].gl_Position;
p_1[1].uv = p[1].uv;
p_1[2].pos = gl_in[2].gl_Position;
p_1[2].uv = p[2].uv;
uint i = gl_InvocationID;
VertexOutput param[3] = p_1;
uint param_1 = i;
HSOut flattenTemp = _hs_main(param, param_1);
gl_out[gl_InvocationID].gl_Position = flattenTemp.pos;
_entryPointOutput[gl_InvocationID].uv = flattenTemp.uv;
barrier();
if (int(gl_InvocationID) == 0)
{
VertexOutput param_2[3] = p_1;
HSConstantOut _patchConstantResult = PatchHS(param_2);
gl_TessLevelOuter[0] = _patchConstantResult.EdgeTess[0];
gl_TessLevelOuter[1] = _patchConstantResult.EdgeTess[1];
gl_TessLevelOuter[2] = _patchConstantResult.EdgeTess[2];
gl_TessLevelInner[0] = _patchConstantResult.InsideTess;
}
}