glslang/Test/spv.ext.ShaderTileImage.depth_stencil.frag
2023-05-08 19:49:25 -06:00

17 lines
383 B
GLSL

#version 460
#extension GL_EXT_shader_tile_image : require
precision highp float;
layout(location=0) out highp uvec4 stencil_out;
layout(location=1) out highp vec4 depth_out;
void main(void)
{
float depth = depthAttachmentReadEXT();
uint stencil_value = stencilAttachmentReadEXT();
stencil_out = uvec4(stencil_value,0,0,0);
depth_out = vec4(depth,0.0,0.0,0.0);
}