SPIRV-Cross/shaders-hlsl/vert/invariant.vert
Hans-Kristian Arntzen b8115ffbe0 HLSL: Implement invariant as precise.
Only option we have.
2021-05-07 13:15:55 +02:00

14 lines
304 B
GLSL

#version 310 es
invariant gl_Position;
layout(location = 0) invariant out vec4 vColor;
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;
vColor = (vInput0 - vInput1) * vInput2;
}