SPIRV-Cross/reference/shaders/asm/geom/block-name-namespace.asm.geom
2018-08-21 11:29:08 +02:00

34 lines
566 B
GLSL

#version 450
layout(triangles) in;
layout(max_vertices = 4, triangle_strip) out;
layout(binding = 0, std140) uniform VertexInput
{
vec4 a;
} VertexInput_1;
layout(binding = 0, std430) buffer VertexInput
{
vec4 b;
} VertexInput_2;
layout(location = 0) out VertexInput
{
vec4 vColor;
} VertexInput_3;
layout(location = 0) in VertexInput
{
vec4 vColor;
} vin[3];
void main()
{
vec4 VertexInput_4 = vec4(1.0);
gl_Position = (VertexInput_4 + VertexInput_1.a) + VertexInput_2.b;
VertexInput_3.vColor = vin[0].vColor;
EmitVertex();
}