SPIRV-Cross/reference/opt/shaders/vert/invariant.vert

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#version 310 es
invariant gl_Position;
layout(location = 0) in vec4 vInput0;
layout(location = 1) in vec4 vInput1;
layout(location = 2) in vec4 vInput2;
layout(location = 0) invariant out vec4 vColor;
void main()
{
vec4 _20 = vInput1 * vInput2;
vec4 _21 = vInput0 + _20;
gl_Position = _21;
vec4 _27 = vInput0 - vInput1;
vec4 _29 = _27 * vInput2;
vColor = _29;
}