SPIRV-Cross/reference/shaders-hlsl/vert/basic.vert
Robert Konrad 78ec0fcb22 Update HLSL test output
HLSL requires builtins to be defined after
texcoords in some cases.
2017-03-24 14:40:13 +01:00

44 lines
738 B
GLSL

struct _UBO
{
float4x4 uMVP;
};
cbuffer UBO
{
_UBO _16;
};
static float4 gl_Position;
static float4 aVertex;
static float3 vNormal;
static float3 aNormal;
struct SPIRV_Cross_Input
{
float3 aNormal : TEXCOORD0;
float4 aVertex : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float3 vNormal : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(aVertex, _16.uMVP);
vNormal = aNormal;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
aVertex = stage_input.aVertex;
aNormal = stage_input.aNormal;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vNormal = vNormal;
return stage_output;
}