d50f2fc1cc
This test was created with a work around for a Metal tessellation pipeline memory alignment issue. The workaround was to specify shader stage in / out variable uv as vec3 rather than vec2. A recent patch to correct Metal tessellation pipeline memory alignment has now allowed this test to use vec2 for variable uv as originally intended. Change-Id: I6772c0e824e1e4b7e749dafa218f3fd8eba0e541 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
16 lines
302 B
GLSL
16 lines
302 B
GLSL
#version 440
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec2 out_uv;
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layout(location = 1) out vec3 out_normal;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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out_uv = uv;
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out_normal = normal;
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}
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