xemu/subprojects/SPIRV-Reflect/tests/glsl/io_vars_vs.glsl

13 lines
317 B
GLSL

#version 450
#pragma shader_stage(vertex)
layout (location = 0) out vec3 texcoord;
layout (location = 1) out vec4 colors[4];
layout (location = 6) out vec3 normals[4][3][2];
void main() {
gl_Position = vec4(gl_VertexIndex, 0, 0, 1);
texcoord = vec3(0,0,0);
colors[1] = vec4(0);
normals[3][2][1] = vec3(0);
}