SPIRV-Cross/reference/shaders/vert/no-contraction.vert
Hans-Kristian Arntzen e47a30e807 Honor NoContraction qualifier.
We'll need to force a temporary and mark it as precise.
MSL is a little weird here, but we can piggyback on top of the invariant
float math option here to force fma() operations everywhere.
2021-05-07 12:59:47 +02:00

25 lines
523 B
GLSL

#version 450
layout(location = 0) in vec4 vA;
layout(location = 1) in vec4 vB;
layout(location = 2) in vec4 vC;
void main()
{
precise vec4 _15 = vA * vB;
vec4 mul = _15;
precise vec4 _19 = vA + vB;
vec4 add = _19;
precise vec4 _23 = vA - vB;
vec4 sub = _23;
precise vec4 _27 = vA * vB;
precise vec4 _30 = _27 + vC;
vec4 mad = _30;
precise vec4 _34 = mul + add;
precise vec4 _36 = _34 + sub;
precise vec4 _38 = _36 + mad;
vec4 summed = _38;
gl_Position = summed;
}