SPIRV-Cross/reference/shaders/asm/vert/empty-io.asm.vert
Hans-Kristian Arntzen a4a9b53b5b MSL: Always enable Outputs in vertex stages.
Subsequent stages can legally attempt to read from these variables,
which causes compilation failure.

Always make sure we emit user outputs in vertex shaders if they are
active in the entry point.
2021-01-07 11:24:47 +01:00

36 lines
490 B
GLSL

#version 450
struct VSInput
{
vec4 position;
};
struct VSOutput
{
vec4 position;
};
struct VSOutput_1
{
int empty_struct_member;
};
layout(location = 0) in vec4 position;
layout(location = 0) out VSOutput_1 _entryPointOutput;
VSOutput _main(VSInput _input)
{
VSOutput _out;
_out.position = _input.position;
return _out;
}
void main()
{
VSInput _input;
_input.position = position;
VSInput param = _input;
gl_Position = _main(param).position;
}