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 ...
16 lines
199 B
GLSL
16 lines
199 B
GLSL
#version 450
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out gl_PerVertex
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{
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invariant vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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};
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void main()
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{
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gl_Position = vec4(1.0);
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}
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