SPIRV-Cross/shaders-msl/vert/invariant.msl21.vert
2019-06-12 09:39:12 +02:00

12 lines
215 B
GLSL

#version 310 es
invariant gl_Position;
layout(location = 0) in vec4 vInput0;
layout(location = 1) in vec4 vInput1;
layout(location = 2) in vec4 vInput2;
void main()
{
gl_Position = vInput0 + vInput1 * vInput2;
}