SPIRV-Cross/reference/shaders/asm
Hans-Kristian Arntzen 79d63934a6 GLSL: Emit inline invariant position for mesh shaders.
Work around missing feature from GLSL. Normally we can emit a global
invariant gl_Position; and call it a day, but it does not work for mesh
shaders it seems. Declaring invariance inside an explicit IO block works
fine on the other hand ...
2023-08-17 12:45:54 +02:00
..
comp Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
frag Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
geom Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
tese Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
vert GLSL: Emit inline invariant position for mesh shaders. 2023-08-17 12:45:54 +02:00