22 lines
398 B
GLSL
22 lines
398 B
GLSL
Buffer<float4> uSamp : register(t4);
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RWBuffer<float4> uSampo : register(u5);
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static float4 gl_Position;
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = uSamp.Load(10) + uSampo[100];
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}
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SPIRV_Cross_Output main()
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{
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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