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fuchsia
/
third_party
/
spirv-cross
/
refs/heads/upstream/ue4-merge
/
.
/
shaders-msl
/
tesc
/
load-control-point-array.tesc
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#version 450
layout
(
vertices
=
4
)
out
;
layout
(
location
=
0
)
in
vec4 vInputs
[
gl_MaxPatchVertices
];
layout
(
location
=
0
)
out
vec4 vOutputs
[
4
];
void
main
()
{
vec4 tmp
[
gl_MaxPatchVertices
]
=
vInputs
;
vOutputs
[
gl_InvocationID
]
=
tmp
[
gl_InvocationID
];
}