SPIRV-Cross/shaders-hlsl/vert/no-contraction.vert
Hans-Kristian Arntzen e47a30e807 Honor NoContraction qualifier.
We'll need to force a temporary and mark it as precise.
MSL is a little weird here, but we can piggyback on top of the invariant
float math option here to force fma() operations everywhere.
2021-05-07 12:59:47 +02:00

16 lines
320 B
GLSL

#version 450
layout(location = 0) in vec4 vA;
layout(location = 1) in vec4 vB;
layout(location = 2) in vec4 vC;
void main()
{
precise vec4 mul = vA * vB;
precise vec4 add = vA + vB;
precise vec4 sub = vA - vB;
precise vec4 mad = vA * vB + vC;
precise vec4 summed = mul + add + sub + mad;
gl_Position = summed;
}