38 lines
		
	
	
		
			844 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			844 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450 core
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| 
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| 
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| out gl_PerVertex {
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|     float gl_ClipDistance[];
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| };
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| 
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| const float cx = 4.20;
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| const float dx = 4.20;
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| in vec4 bad[10];
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| highp in vec4 badorder;
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| out invariant vec4 badorder2;
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| out flat vec4 badorder3;
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| 
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| in float f;
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| 
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| void main()
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| {
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|     gl_ClipDistance[2] = 3.7;
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| 
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|     if (bad[0].x == cx.x)
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|         badorder3 = bad[0];
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| 
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|     gl_ClipDistance[0] = f.x;
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| }
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| 
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| layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
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| layout(binding = 7) uniform anonblock { int aoeu; } ;
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| layout(binding = 4) uniform sampler2D sampb1;
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| layout(binding = 5) uniform sampler2D sampb2[10];
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| layout(binding = 31) uniform sampler2D sampb4;
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| 
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| struct S { mediump float a; highp uvec2 b; highp vec3 c; };
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| struct SS { vec4 b; S s; vec4 c; };
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| layout(location = 0) flat out SS var;
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| out MS { layout(location = 17) float f; } outMS;
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