a4a9b53b5b
Subsequent stages can legally attempt to read from these variables, which causes compilation failure. Always make sure we emit user outputs in vertex shaders if they are active in the entry point.
16 lines
203 B
GLSL
16 lines
203 B
GLSL
#version 450
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struct VSOutput
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{
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int empty_struct_member;
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};
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layout(location = 0) in vec4 position;
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layout(location = 0) out VSOutput _entryPointOutput;
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void main()
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{
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gl_Position = position;
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}
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