a3fe9756d2
MSL does not support this, so we have to emulate it by passing it around as a varying between stages. We use a special "user(clipN)" attribute for this rather than locN which is used for user varyings.
16 lines
240 B
GLSL
16 lines
240 B
GLSL
#version 450
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layout(location = 0) in vec4 Position;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_ClipDistance[2];
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};
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void main()
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{
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gl_Position = Position;
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gl_ClipDistance[0] = Position.x;
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gl_ClipDistance[1] = Position.y;
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}
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