glsl: Only declare fragment outputs on fragment shaders
This commit is contained in:
parent
0ffea97e2e
commit
892b8aa2ad
1 changed files with 6 additions and 4 deletions
|
@ -340,12 +340,14 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
|
|||
const auto qualifier{stage == Stage::TessellationControl ? "out" : "in"};
|
||||
header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index);
|
||||
}
|
||||
if (stage == Stage::Fragment) {
|
||||
for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
|
||||
if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) {
|
||||
continue;
|
||||
}
|
||||
header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
|
||||
}
|
||||
}
|
||||
for (size_t index = 0; index < info.stores_generics.size(); ++index) {
|
||||
// TODO: Properly resolve attribute issues
|
||||
if (info.stores_generics[index] || StageInitializesVaryings()) {
|
||||
|
|
Loading…
Reference in a new issue