192a882df3
Apparently MSL gets confused when you have packed_float3 op float3 ...
16 lines
213 B
GLSL
16 lines
213 B
GLSL
#version 450
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layout(location = 0) out vec3 FragColor;
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layout(binding = 0, std140) uniform UBO
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{
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vec3 color;
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float v;
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};
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layout(location = 0) in vec3 vIn;
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void main()
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{
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FragColor = cross(vIn, color - vIn);
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}
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