SPIRV-Cross/shaders-msl-no-opt/components/vertex-input-component.vert

12 lines
220 B
GLSL

#version 450
layout(location = 0, component = 0) in vec3 Foo3;
layout(location = 0, component = 3) in float Foo1;
layout(location = 0) out vec3 Foo;
void main()
{
gl_Position = vec4(Foo3, Foo1);
Foo = Foo3 + Foo1;
}