SPIRV-Cross/shaders-hlsl/frag/partial-write-preserve.frag
2017-08-09 17:06:41 +02:00

65 lines
732 B
GLSL

#version 310 es
precision mediump float;
layout(std140, binding = 0) uniform UBO
{
int some_value;
};
struct B
{
float a;
float b;
};
void partial_inout(inout vec4 x)
{
x.x = 10.0;
}
void partial_inout(inout B b)
{
b.b = 40.0;
}
// Make a complete write, but only conditionally ...
void branchy_inout(inout vec4 v)
{
v.y = 20.0;
if (some_value == 20)
{
v = vec4(50.0);
}
}
void branchy_inout_2(out vec4 v)
{
if (some_value == 20)
{
v = vec4(50.0);
}
else
{
v = vec4(70.0);
}
v.y = 20.0;
}
void complete_inout(out vec4 x)
{
x = vec4(50.0);
}
void main()
{
vec4 a = vec4(10.0);
partial_inout(a);
complete_inout(a);
branchy_inout(a);
branchy_inout_2(a);
B b = B(10.0, 20.0);
partial_inout(b);
}