870a3011ed
There is something odd when running on Metal: note how the uv is vec3 instead of vec2, in order to make the vertex-tesc-tese data to look like this: struct main0_out { float3 out_uv; float3 out_normal; float4 gl_Position; }; if out_uv was float2 we'd get some strange rendering results, perhaps due to something related to alignment. But have no means to investigate this further. Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
11 lines
176 B
GLSL
11 lines
176 B
GLSL
#version 440
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) in vec3 in_normal;
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void main()
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{
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fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0);
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}
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