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#version 450
#extension GL_EXT_tessellation_shader : require
layout(triangles) in;
layout(location = 0) in struct {
float dummy;
vec4 variableInStruct;
} testStructArray[][3];
layout(location = 0) out float outResult;
void main(void)
{
gl_Position = vec4(gl_TessCoord.xy * 2.0 - 1.0, 0.0, 1.0);
float result;
result = float(abs(testStructArray[0][2].variableInStruct.x - -4.0) < 0.001) *
float(abs(testStructArray[0][2].variableInStruct.y - -9.0) < 0.001) *
float(abs(testStructArray[0][2].variableInStruct.z - 3.0) < 0.001) *
float(abs(testStructArray[0][2].variableInStruct.w - 7.0) < 0.001);
outResult = result;
}
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