SPIRV-Cross/reference/shaders-hlsl/vert/qualifiers.vert
Robert Konrad 78ec0fcb22 Update HLSL test output
HLSL requires builtins to be defined after
texcoords in some cases.
2017-03-24 14:40:13 +01:00

51 lines
1.2 KiB
GLSL

static float4 gl_Position;
static float vFlat;
static float vCentroid;
static float vSample;
static float vNoperspective;
struct Block
{
nointerpolation float vFlat : TEXCOORD4;
centroid float vCentroid : TEXCOORD5;
sample float vSample : TEXCOORD6;
noperspective float vNoperspective : TEXCOORD7;
};
static Block vout;
struct SPIRV_Cross_Output
{
nointerpolation float vFlat : TEXCOORD0;
centroid float vCentroid : TEXCOORD1;
sample float vSample : TEXCOORD2;
noperspective float vNoperspective : TEXCOORD3;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = float4(1.0f, 1.0f, 1.0f, 1.0f);
vFlat = 0.0f;
vCentroid = 1.0f;
vSample = 2.0f;
vNoperspective = 3.0f;
vout.vFlat = 0.0f;
vout.vCentroid = 1.0f;
vout.vSample = 2.0f;
vout.vNoperspective = 3.0f;
}
SPIRV_Cross_Output main(out Block stage_outputvout)
{
vert_main();
stage_outputvout = vout;
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vFlat = vFlat;
stage_output.vCentroid = vCentroid;
stage_output.vSample = vSample;
stage_output.vNoperspective = vNoperspective;
return stage_output;
}