SPIRV-Cross/shaders-msl/vert/interpolation-qualifiers-block.vert

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#version 450
layout(location=0) in vec4 Position;
struct Output {
vec2 v0;
vec2 v1;
vec3 v2;
vec4 v3;
float v4;
float v5;
float v6;
};
layout(location=0) out centroid noperspective Output outp;
void main() {
outp.v0 = Position.xy;
outp.v1 = Position.zw;
outp.v2 = vec3(Position.x, Position.z * Position.y, Position.x);
outp.v3 = Position.xxyy;
outp.v4 = Position.w;
outp.v5 = Position.y;
outp.v6 = Position.x * Position.w;
gl_Position = Position;
}