RetroArch/deps/SPIRV-Cross/shaders-msl/tesc/load-control-point-array.multi-patch.tesc

13 lines
253 B
GLSL

#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];
}