SPIRV-Cross/reference/shaders/desktop-only/frag/in-block-qualifiers.frag
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

22 lines
466 B
GLSL

#version 450
layout(location = 0) out vec4 FragColor;
layout(location = 0) in VertexData
{
flat float f;
centroid vec4 g;
flat int h;
float i;
} vin;
layout(location = 4) flat in float f;
layout(location = 5) centroid in vec4 g;
layout(location = 6) flat in int h;
layout(location = 7) sample in float i;
void main()
{
FragColor = ((((((vec4(vin.f) + vin.g) + vec4(float(vin.h))) + vec4(vin.i)) + vec4(f)) + g) + vec4(float(h))) + vec4(i);
}