96f7008aa8
DXVK emits SPIR-V where fragment shader builtins have names derived from DXBC assembly, e.g. `oDepth` for `FragDepth`. When we declared the disabled output, we used this name, but when referencing it, we continued to use the GLSL name. This breaks compilation.
36 lines
746 B
GLSL
36 lines
746 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 o1 [[color(1)]];
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float4 o3 [[color(3)]];
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float4 o6 [[color(6)]];
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float4 o7 [[color(7)]];
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};
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fragment main0_out main0()
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{
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float4 o0;
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float4 o2;
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float4 o4;
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float4 o5;
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float gl_FragDepth;
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int gl_FragStencilRefARB;
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main0_out out = {};
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o0 = float4(0.0, 0.0, 0.0, 1.0);
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out.o1 = float4(1.0, 0.0, 0.0, 1.0);
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o2 = float4(0.0, 1.0, 0.0, 1.0);
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out.o3 = float4(0.0, 0.0, 1.0, 1.0);
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o4 = float4(1.0, 0.0, 1.0, 0.5);
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o5 = float4(0.25);
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out.o6 = float4(0.75);
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out.o7 = float4(1.0);
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gl_FragDepth = 0.89999997615814208984375;
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gl_FragStencilRefARB = uint(127);
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return out;
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}
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