HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
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@@ -8,7 +8,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 sine (global 4-component vector of float)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Branch: Return
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@@ -27,7 +27,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 sine (global 4-component vector of float)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Branch: Return
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@@ -45,6 +45,7 @@ gl_FragCoord origin is upper left
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "input"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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