SPIRV-Cross/reference/shaders/desktop-only/tesc/basic.desktop.sso.tesc
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

28 lines
643 B
GLSL

#version 450
layout(vertices = 1) out;
in gl_PerVertex
{
vec4 gl_Position;
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex
{
vec4 gl_Position;
} gl_out[1];
layout(location = 0) patch out vec3 vFoo;
void main()
{
gl_TessLevelInner[0] = 8.8999996185302734375;
gl_TessLevelInner[1] = 6.900000095367431640625;
gl_TessLevelOuter[0] = 8.8999996185302734375;
gl_TessLevelOuter[1] = 6.900000095367431640625;
gl_TessLevelOuter[2] = 3.900000095367431640625;
gl_TessLevelOuter[3] = 4.900000095367431640625;
vFoo = vec3(1.0);
gl_out[gl_InvocationID].gl_Position = gl_in[0].gl_Position + gl_in[1].gl_Position;
}