RetroArch/deps/SPIRV-Cross/shaders/legacy/vert/struct-flatten-stores-multi...

41 lines
534 B
GLSL

#version 450
struct Foo
{
vec4 a;
vec4 b;
};
struct Bar
{
vec4 a;
vec4 b;
};
struct Baz
{
Foo foo;
Bar bar;
};
layout(location = 0) out VertexIn
{
Foo a;
Bar b;
};
layout(location = 4) out Baz baz;
void main()
{
a.a = vec4(10.0);
a.b = vec4(20.0);
b.a = vec4(30.0);
b.b = vec4(40.0);
a = Foo(vec4(50.0), vec4(60.0));
b = Bar(vec4(50.0), vec4(60.0));
baz.foo = Foo(vec4(100.0), vec4(200.0));
baz.bar = Bar(vec4(300.0), vec4(400.0));
baz = Baz(Foo(vec4(1000.0), vec4(2000.0)), Bar(vec4(3000.0), vec4(4000.0)));
}