qt5base-lts/tests/manual/rhi/displacement/material.frag
Laszlo Agocs 870a3011ed rhi: Add a displacement / tessellation manual test
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>
2023-02-14 17:48:09 +01:00

11 lines
176 B
GLSL

#version 440
layout(location = 0) out vec4 fragColor;
layout(location = 1) in vec3 in_normal;
void main()
{
fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0);
}