SPIRV-Cross/reference/shaders/desktop-only/frag/hlsl-uav-block-alias.asm.frag
Hans-Kristian Arntzen 2c90ea3acc Improve handling of block name declaration in GLSL.
HLSL UAVs are a bit annoying because they can share block types,
so reflection becomes rather awkward. Sometimes we will need to make
some nasty fallbacks, so add a reflection interface which lets you query
post-shader compile which names was actually declared in the shader.
2017-12-01 14:30:10 +01:00

25 lines
332 B
GLSL

#version 450
layout(binding = 0, std430) buffer Foobar
{
vec4 _data[];
} Foobar_1;
layout(binding = 1, std430) buffer Foobaz
{
vec4 _data[];
} Foobaz_1;
layout(location = 0) out vec4 _entryPointOutput;
vec4 _main()
{
return Foobar_1._data[0] + Foobaz_1._data[0];
}
void main()
{
_entryPointOutput = _main();
}