SPIRV-Cross/reference/opt/shaders-hlsl/vert/locations.vert
Hans-Kristian Arntzen 4590c63b40 Fix swizzling of integers.
Add scalar swizzling to constant composites as well.
2018-01-04 13:16:56 +01:00

80 lines
1.7 KiB
GLSL

struct Foo
{
float3 a;
float3 b;
float3 c;
};
static float4 gl_Position;
static float4 Input2;
static float4 Input4;
static float4 Input0;
static float vLocation0;
static float vLocation1;
static float vLocation2[2];
static Foo vLocation4;
static float vLocation9;
struct VertexOut
{
float3 color : TEXCOORD7;
float3 foo : TEXCOORD8;
};
static VertexOut vout;
struct SPIRV_Cross_Input
{
float4 Input0 : TEXCOORD0;
float4 Input2 : TEXCOORD2;
float4 Input4 : TEXCOORD4;
};
struct SPIRV_Cross_Output
{
float vLocation0 : TEXCOORD0;
float vLocation1 : TEXCOORD1;
float vLocation2[2] : TEXCOORD2;
Foo vLocation4 : TEXCOORD4;
float vLocation9 : TEXCOORD9;
float4 gl_Position : SV_Position;
};
Foo _70;
void vert_main()
{
gl_Position = ((1.0f.xxxx + Input2) + Input4) + Input0;
vLocation0 = 0.0f;
vLocation1 = 1.0f;
vLocation2[0] = 2.0f;
vLocation2[1] = 2.0f;
Foo _65 = _70;
_65.a = 1.0f.xxx;
Foo _67 = _65;
_67.b = 1.0f.xxx;
Foo _69 = _67;
_69.c = 1.0f.xxx;
vLocation4 = _69;
vLocation9 = 9.0f;
vout.color = 2.0f.xxx;
vout.foo = 4.0f.xxx;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input, out VertexOut stage_outputvout)
{
Input2 = stage_input.Input2;
Input4 = stage_input.Input4;
Input0 = stage_input.Input0;
vert_main();
stage_outputvout = vout;
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vLocation0 = vLocation0;
stage_output.vLocation1 = vLocation1;
stage_output.vLocation2 = vLocation2;
stage_output.vLocation4 = vLocation4;
stage_output.vLocation9 = vLocation9;
return stage_output;
}