19 lines
327 B
GLSL
19 lines
327 B
GLSL
#version 450
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uniform int SPIRV_Cross_BaseInstance;
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vec4 _main(uint vid, uint iid)
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{
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return vec4(float(vid + iid));
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}
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void main()
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{
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uint vid = uint(gl_VertexID);
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uint iid = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
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uint param = vid;
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uint param_1 = iid;
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gl_Position = _main(param, param_1);
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}
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