226d837d7e
HLSL just picked the variable name which did not work as expected for some users. Use the same logic as GLSL and set up declared_block_names, so the actual name can be queried later.
39 lines
588 B
GLSL
39 lines
588 B
GLSL
struct Foo
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{
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row_major float4x4 v;
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row_major float4x4 w;
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};
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cbuffer UBO : register(b0)
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{
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Foo _17_foo : packoffset(c0);
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};
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static float4 FragColor;
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static float4 vUV;
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struct SPIRV_Cross_Input
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{
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float4 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = mul(mul(vUV, _17_foo.w), _17_foo.v);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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