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authorTim Foley <tfoleyNV@users.noreply.github.com>2017-06-13 14:10:10 -0700
committerGitHub <noreply@github.com>2017-06-13 14:10:10 -0700
commit5a11b47b34845874e1d8bfa28181661863645920 (patch)
treeed48ba12c7db141d517b29343b9127692e72ad8c /tests/render/cross-compile0.hlsl
parent7fc4c40b17f340800d6616e0bae111606cef18cc (diff)
parentd81c347e0edcbbf181885baf2b13978c28dfc9a8 (diff)
Merge pull request #5 from tfoleyNV/cross-compile
Cross compilation
Diffstat (limited to 'tests/render/cross-compile0.hlsl')
-rw-r--r--tests/render/cross-compile0.hlsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/tests/render/cross-compile0.hlsl b/tests/render/cross-compile0.hlsl
index e41de7ef1..b482035d1 100644
--- a/tests/render/cross-compile0.hlsl
+++ b/tests/render/cross-compile0.hlsl
@@ -6,6 +6,10 @@
// but the two will share a dependency on a file of
// pure Spire code that provides the actual shading logic.
+
+// Pull in Spire code depdendency using extended syntax:
+__import cross_compile0;
+
#if defined(__HLSL__)
cbuffer Uniforms
@@ -74,6 +78,8 @@ FragmentStageOutput fragmentMain(FragmentStageInput input)
float3 color = input.coarseVertex.color;
+ color = transformColor(color);
+
output.fragment.color = float4(color, 1.0);
return output;
@@ -130,6 +136,8 @@ void main()
{
vec3 color = coarse_color;
+ color = transformColor(color);
+
fragment_color = vec4(color, 1.0);
}