From: Timothy Arceri <[email protected]>
Inputs to geometry shaders must be an array.
---
.../arb_separate_shader_objects/compiler/1.50/layout-location.geom | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git
a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
index f34cf2e..339ff3d 100644
--- a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
+++ b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
@@ -9,14 +9,16 @@
layout(points) in;
layout(points) out;
-layout(location = 0) in vec4 in_position;
+layout(location = 0) in vec4 in_position[];
layout(location = 0) out vec4 position;
layout(location = 1) out vec4 color;
void main()
{
- position = in_position;
+ for (int i = 0; i < gl_in.length(); i++) {
+ position = in_position[i];
color = vec4(0);
EmitVertex();
+ }
}
--
2.4.3
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