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25 lines
726 B
GLSL
25 lines
726 B
GLSL
#version 400 core
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struct FragmentInput {
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vec4 position;
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uint _flat;
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float _linear;
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vec2 linear_centroid;
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vec3 linear_sample;
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vec4 perspective;
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float perspective_centroid;
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float perspective_sample;
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};
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flat in uint _vs2fs_location0;
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noperspective in float _vs2fs_location1;
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noperspective centroid in vec2 _vs2fs_location2;
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noperspective sample in vec3 _vs2fs_location3;
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smooth in vec4 _vs2fs_location4;
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smooth centroid in float _vs2fs_location5;
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smooth sample in float _vs2fs_location6;
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void main() {
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FragmentInput val = FragmentInput(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5, _vs2fs_location6);
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return;
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}
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