SPIRV-Cross/shaders-msl/frag/interpolation-qualifiers-block.frag

20 lines
307 B
GLSL

#version 450
struct Input {
vec2 v0;
vec2 v1;
vec3 v2;
vec4 v3;
float v4;
float v5;
float v6;
};
layout(location=0) in centroid noperspective Input inp;
layout(location=0) out vec4 FragColor;
void main() {
FragColor = vec4(inp.v0.x + inp.v1.y, inp.v2.xy, inp.v3.w * inp.v4 + inp.v5 - inp.v6);
}