SPIRV-Cross/reference/shaders/asm/vert/invariant-block.sso.asm.vert
Hans-Kristian Arntzen 79d63934a6 GLSL: Emit inline invariant position for mesh shaders.
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 ...
2023-08-17 12:45:54 +02:00

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199 B
GLSL

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