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42 lines
1.2 KiB
GLSL
42 lines
1.2 KiB
GLSL
#version 400 core
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struct FragmentInput {
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vec4 position;
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uint flat1;
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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 out uint _vs2fs_location0;
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noperspective out float _vs2fs_location1;
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noperspective centroid out vec2 _vs2fs_location2;
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noperspective sample out vec3 _vs2fs_location3;
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smooth out vec4 _vs2fs_location4;
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smooth centroid out float _vs2fs_location5;
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smooth sample out float _vs2fs_location6;
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void main() {
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FragmentInput out1;
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out1.position = vec4(2.0, 4.0, 5.0, 6.0);
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out1.flat1 = 8u;
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out1.linear = 27.0;
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out1.linear_centroid = vec2(64.0, 125.0);
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out1.linear_sample = vec3(216.0, 343.0, 512.0);
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out1.perspective = vec4(729.0, 1000.0, 1331.0, 1728.0);
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out1.perspective_centroid = 2197.0;
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out1.perspective_sample = 2744.0;
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gl_Position = out1.position;
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_vs2fs_location0 = out1.flat1;
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_vs2fs_location1 = out1.linear;
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_vs2fs_location2 = out1.linear_centroid;
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_vs2fs_location3 = out1.linear_sample;
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_vs2fs_location4 = out1.perspective;
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_vs2fs_location5 = out1.perspective_centroid;
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_vs2fs_location6 = out1.perspective_sample;
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return;
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}
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