xkslang/Test/hlsl.clipdistance-7.frag

11 строки
322 B
GLSL

struct VS_OUTPUT {
float4 Position : SV_Position;
float3 clip0 : SV_ClipDistance0; // multiple semantic IDs, vec3+vec4 (skip)
float4 clip1 : SV_ClipDistance1; // ...
};
float4 main(VS_OUTPUT v) : SV_Target0
{
return v.Position + v.clip0.x + v.clip1.x;
}