Bump up layout(location) limit from 62 to 4094, to handle bigger uniform locations.
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@@ -76,7 +76,7 @@ ERROR: node is still EOpNull!
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=63 component=1 ) smooth out float)
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0:? 'bc' (layout(location=4095 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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@@ -144,7 +144,7 @@ ERROR: node is still EOpNull!
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=63 component=1 ) smooth out float)
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0:? 'bc' (layout(location=4095 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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