#version 450 | |
layout(vertices = 4) out; | |
layout(location = 0) out vec4 Foo[][2]; | |
layout(location = 0) in vec4 iFoo[][2]; | |
layout(location = 2) patch out vec4 pFoo[2]; | |
layout(location = 2) in vec4 ipFoo[]; | |
void main() | |
{ | |
gl_out[gl_InvocationID].gl_Position = vec4(1.0); | |
Foo[gl_InvocationID] = iFoo[gl_InvocationID]; | |
if (gl_InvocationID == 0) | |
{ | |
pFoo = vec4[](ipFoo[0], ipFoo[1]); | |
} | |
} |