xkslang/Test/spv.150.vert

40 строки
611 B
GLSL

#version 150 core
in vec4 iv4;
uniform float ps;
uniform int ui;
invariant gl_Position;
struct s1 {
int a;
int a2;
vec4 b[3];
};
struct s2 {
int c;
s1 d[4];
};
out s2 s2out;
void main()
{
gl_Position = iv4;
gl_PointSize = ps;
gl_ClipDistance[2] = iv4.x;
int i;
s2out.d[i].b[2].w = ps;
// test recovery from nonsupported built-ins
//float n1 = noise1(2.4);
//n1 = noise1(vec4(n1));
//vec2 n2 = noise2(vec3(n1));
//vec3 n3 = noise3(n2);
//vec4 n4 = noise4(n3);
}
out float gl_ClipDistance[4];