Vulkan: Remove unused gl_ClipDistance from shaders

This commit is contained in:
Dr. Chat
2016-07-28 12:02:49 -05:00
parent 99689176bc
commit 6af8546c49
12 changed files with 1384 additions and 1465 deletions

View File

@@ -7,20 +7,17 @@
in gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
// float gl_ClipDistance[];
} gl_in[];
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
// float gl_ClipDistance[];
};
struct VertexData {
vec4 o[16];
};
layout(location = 0) in VertexData in_vtx[];
layout(location = 0) out VertexData out_vtx;
layout(location = 0) in vec4 in_interpolators[][16];
layout(location = 0) out vec4 out_interpolators[16];
// TODO(benvanik): fetch default point size from register and use that if
// the VS doesn't write oPointSize.
@@ -41,7 +38,7 @@ void main() {
float psize = gl_in[0].gl_PointSize;
for (int i = 0; i < 4; ++i) {
gl_Position = vec4(pos.xy + offsets[i] * psize, pos.zw);
out_vtx = in_vtx[0];
out_interpolators = in_interpolators[0];
EmitVertex();
}
EndPrimitive();