// END BUILTIN FUNCTIONS
#pragma MSP stage(vertex)
+in int gl_VertexID;
+in int gl_InstanceID;
out gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
};
in gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
} gl_in[];
+in int gl_PrimitiveIDIn;
out gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
};
+out int gl_PrimitiveID;
+out int gl_Layer;
void EmitVertex();
void EndPrimitive();
vec3 interpolateAtOffset(vec3 interpolant, vec2 offset);
vec4 interpolateAtOffset(vec4 interpolant, vec2 offset);
// END BUILTIN FRAGMENT FUNCTIONS
+
+in vec4 gl_FragCoord;
+in bool gl_FrontFacing;
+in float gl_ClipDistance[];
+in vec2 gl_PointCoord;
+in int gl_PrimitiveID;
+in int gl_SampleID;
+in vec2 gl_SamplePosition;
+in int gl_Layer;
+out float gl_FragDepth;