SPIRV-Cross/reference/shaders/frag/pls.frag
Hans-Kristian Arntzen 0ae2bcc3d0 Ensure that floating point literals are float.
Fixes regression from earlier workaround of std::to_string.
Update reference output.
2016-03-12 14:22:39 +01:00

22 lines
463 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
layout(location = 0) out vec4 PLSOut0;
layout(location = 0) in vec4 PLSIn0;
layout(location = 1) out vec4 PLSOut1;
layout(location = 1) in vec4 PLSIn1;
layout(location = 2) out vec4 PLSOut2;
in vec4 PLSIn2;
layout(location = 3) out vec4 PLSOut3;
in vec4 PLSIn3;
void main()
{
PLSOut0 = (PLSIn0 * 2.0);
PLSOut1 = (PLSIn1 * 6.0);
PLSOut2 = (PLSIn2 * 7.0);
PLSOut3 = (PLSIn3 * 4.0);
}