a4a9b53b5b
Subsequent stages can legally attempt to read from these variables, which causes compilation failure. Always make sure we emit user outputs in vertex shaders if they are active in the entry point.
24 lines
398 B
GLSL
24 lines
398 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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half4 out_var_SV_Target [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float2 in_var_POSITION [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.gl_Position = float4(in.in_var_POSITION, 0.0, 1.0);
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return out;
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}
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