SPIRV-Cross/reference/shaders-msl-no-opt/vert/uninitialized-vertex-output.vert
Hans-Kristian Arntzen a4a9b53b5b MSL: Always enable Outputs in vertex stages.
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.
2021-01-07 11:24:47 +01:00

19 lines
269 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 Pos [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0()
{
main0_out out = {};
out.gl_Position = float4(1.0);
return out;
}