SPIRV-Cross/shaders/vert/invariant.vert
Hans-Kristian Arntzen 816c1167ce Handle invariant decoration more robustly.
Avoids certain cases of variance between translation units by forcing
every dependent expression of a store to be temporary.
Should avoid the major failure cases where invariance matters.
2018-11-22 11:55:57 +01:00

14 lines
304 B
GLSL

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