SPIRV-Cross/shaders-msl/masking/write-outputs.mask-location-0.msl2.tesc

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#version 450
layout(vertices = 4) out;
layout(location = 0) out vec4 v0[];
layout(location = 1) patch out vec4 v1;
void write_in_func()
{
v0[gl_InvocationID] = vec4(1.0);
v0[gl_InvocationID][0] = 2.0;
if (gl_InvocationID == 0)
{
v1 = vec4(2.0);
v1[3] = 4.0;
}
gl_out[gl_InvocationID].gl_Position = vec4(3.0);
gl_out[gl_InvocationID].gl_PointSize = 4.0;
gl_out[gl_InvocationID].gl_Position[2] = 5.0;
gl_out[gl_InvocationID].gl_PointSize = 4.0;
}
void main()
{
write_in_func();
}