mirror of
https://github.com/KhronosGroup/glslang
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34e7ee79bb
Notably, use of 'linear' on a non-input could mark it as an input.
43 lines
727 B
GLSL
43 lines
727 B
GLSL
struct {
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};
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struct {
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bool b;
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};
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struct myS {
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bool b, c;
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float4 a, d;
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};
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myS s1;
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struct {
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float4 i;
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} s2;
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struct IN_S {
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linear float4 a;
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nointerpolation bool b;
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noperspective centroid float1 c;
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sample centroid float2 d;
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bool ff1 : SV_IsFrontFace;
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bool ff2 : packoffset(c0.y);
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bool ff3 : packoffset(c0.y) : register(ps_5_0, s0) ;
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float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s0) <int bambam=30;> ;
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};
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float3 ff5 : packoffset(c1.y) : register(ps_5_0, s[5]);
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float3 ff6 : packoffset(c2.y) : register(s3[5]);
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float4 PixelShaderFunction(float4 input, IN_S s) : COLOR0
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{
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struct FS {
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bool3 b3;
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} s3;
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s3 == s3;
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s2.i = s.ff4;
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return input;
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} |