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