79d63934a6
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 ... |
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amd | ||
asm | ||
comp | ||
desktop-only | ||
flatten | ||
frag | ||
geom | ||
legacy | ||
mesh | ||
tesc | ||
tese | ||
vert | ||
vulkan |