20 lines
645 B
GLSL
20 lines
645 B
GLSL
#version 450
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#extension GL_EXT_tessellation_shader : require
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layout(triangles) in;
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layout(location = 0) in struct {
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float dummy;
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vec4 variableInStruct;
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} testStructArray[][3];
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layout(location = 0) out float outResult;
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void main(void)
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{
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gl_Position = vec4(gl_TessCoord.xy * 2.0 - 1.0, 0.0, 1.0);
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float result;
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result = float(abs(testStructArray[0][2].variableInStruct.x - -4.0) < 0.001) *
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float(abs(testStructArray[0][2].variableInStruct.y - -9.0) < 0.001) *
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float(abs(testStructArray[0][2].variableInStruct.z - 3.0) < 0.001) *
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float(abs(testStructArray[0][2].variableInStruct.w - 7.0) < 0.001);
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outResult = result;
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}
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