19 lines
478 B
GLSL
19 lines
478 B
GLSL
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struct MyStruct {
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sample float a;
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noperspective float b;
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linear float c;
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centroid float d;
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};
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int sample(int x) { return x; } // HLSL allows this as an identifier as well.
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float4 main() : SV_Target0
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{
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// HLSL allows this as an identifier as well.
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// However, this is not true of other qualifier keywords such as "linear".
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float4 sample = float4(3,4,5,6);
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return sample.rgba; // 'sample' can participate in an expression.
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}
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