glsl: Only declare fragment outputs on fragment shaders
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0ffea97e2e
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@ -340,11 +340,13 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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const auto qualifier{stage == Stage::TessellationControl ? "out" : "in"};
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const auto qualifier{stage == Stage::TessellationControl ? "out" : "in"};
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header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index);
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header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index);
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}
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}
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for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
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if (stage == Stage::Fragment) {
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if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) {
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for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
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continue;
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if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) {
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continue;
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}
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header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
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}
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}
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header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
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}
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}
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for (size_t index = 0; index < info.stores_generics.size(); ++index) {
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for (size_t index = 0; index < info.stores_generics.size(); ++index) {
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// TODO: Properly resolve attribute issues
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// TODO: Properly resolve attribute issues
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