If an 'in' is present in a shader stage, make sure a matching 'out' is present in the previous stage. Only enabled when doing Vulkan. This commit also fixes a bug where previous stage's linkerObjects got polluted with 'in' variables from the next stage when merging linker objects.
24 lines
287 B
GLSL
Executable file
24 lines
287 B
GLSL
Executable file
#version 460
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in vec4 unsetColor;
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in vec4 colorOut;
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out vec4 fragColor;
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in Vertex
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{
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vec2 val;
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} iVert;
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in Vertex2
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{
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vec2 val2;
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};
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in vec4 vv2Val;
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void main()
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{
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fragColor = colorOut + unsetColor * vec4(iVert.val.xxyy) * vec4(val2.xxyy) *
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vv2Val;
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}
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