79d63934a6
Work around missing feature from GLSL. Normally we can emit a global invariant gl_Position; and call it a day, but it does not work for mesh shaders it seems. Declaring invariance inside an explicit IO block works fine on the other hand ... |
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empty-io.asm.vert | ||
extract-transposed-matrix-from-struct.asm.vert | ||
global-builtin.sso.asm.vert | ||
invariant-block.asm.vert | ||
invariant-block.sso.asm.vert | ||
invariant.asm.vert | ||
invariant.sso.asm.vert | ||
spec-constant-op-composite.asm.vk.vert | ||
spec-constant-op-composite.asm.vk.vert.vk | ||
uint-vertex-id-instance-id.asm.vert |