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.
14 lines
154 B
GLSL
Executable file
14 lines
154 B
GLSL
Executable file
#version 460
|
|
|
|
out VV
|
|
{
|
|
vec4 val;
|
|
};
|
|
out vec4 color;
|
|
void main()
|
|
{
|
|
val = vec4(0.5);
|
|
color = vec4(1.0);
|
|
gl_Position = vec4(1.0);
|
|
}
|
|
|