99ae0d32e9
In these cases, we emit one variable per location, and so we must flatten stuff.
22 lines
538 B
GLSL
22 lines
538 B
GLSL
#version 450
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layout(location = 1, component = 0) out float A[2];
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layout(location = 1, component = 2) out vec2 B[2];
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layout(location = 0, component = 1) out float C[3];
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layout(location = 0, component = 3) out float D;
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layout(location = 1, component = 0) in float InA[2];
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layout(location = 1, component = 2) in vec2 InB[2];
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layout(location = 0, component = 1) in float InC[3];
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layout(location = 0, component = 3) in float InD;
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layout(location = 4) in vec4 Pos;
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void main()
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{
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gl_Position = Pos;
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A = InA;
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B = InB;
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C = InC;
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D = InD;
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}
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