SPIRV-Cross/shaders-msl-no-opt/tese/load-clip-cull.msl2.tese

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#version 450
layout(quads) in;
in gl_PerVertex
{
float gl_ClipDistance[2];
float gl_CullDistance[3];
vec4 gl_Position;
} gl_in[];
void main()
{
gl_Position.x = gl_in[0].gl_ClipDistance[0];
gl_Position.y = gl_in[1].gl_CullDistance[0];
gl_Position.z = gl_in[0].gl_ClipDistance[1];
gl_Position.w = gl_in[1].gl_CullDistance[1];
gl_Position += gl_in[0].gl_Position;
gl_Position += gl_in[1].gl_Position;
}