Commit db98d3a7 authored by Andres Gomez's avatar Andres Gomez

arb_enhanced_layouts: corrected multiple comments

Cc: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Andres Gomez's avatarAndres Gomez <agomez@igalia.com>
Reviewed-by: Juan Suárez Romero's avatarJuan A. Suarez <jasuarez@igalia.com>
parent ff410196
......@@ -12,10 +12,10 @@ GL_ARB_gpu_shader_fp64
#extension GL_ARB_separate_shader_objects: require
#extension GL_ARB_gpu_shader_fp64: require
// consume X/Y/Z components
// consume X/Y components in location 1
layout(location = 0) flat out dvec3 a;
// consumes W component
// consume Z/W components
layout(location = 1, component = 2) flat out double b;
out vec4 vertex_to_gs;
......@@ -39,18 +39,18 @@ void main()
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
// consume X/Y/Z components
// consume X/Y components in location 1
layout(location = 0) flat in dvec3 a[3];
// consumes W component
// consume Z/W components
layout(location = 1, component = 2) flat in double b[3];
in vec4 vertex_to_gs[3];
// consume X/Y/Z components
// consume X/Y components in location 1
layout(location = 0) flat out dvec3 a_to_fs;
// consumes W component
// consume Z/W components
layout(location = 1, component = 2) flat out double b_to_fs;
void main()
......@@ -71,10 +71,10 @@ void main()
out vec4 color;
// consume X/Y/Z components
// consume X/Y components in location 1
layout(location = 0) flat in dvec3 a_to_fs;
// consumes W component
// consume Z/W components
layout(location = 1, component = 2) flat in double b_to_fs;
void main()
......
......@@ -15,13 +15,16 @@ GL_ARB_gpu_shader_fp64
in vec4 vertex;
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat out dvec3 a;
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat out double b;
// consume X/Y components
layout(location = 2, component = 0) flat out double c;
// consume Z/W components
layout(location = 2, component = 2) flat out double d;
void main()
......@@ -44,22 +47,28 @@ void main()
layout(vertices = 3) out;
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat in dvec3 a[];
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat in double b[];
// consume X/Y components
layout(location = 2, component = 0) flat in double c[];
// consume Z/W components
layout(location = 2, component = 2) flat in double d[];
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat out dvec3 a_tcs[];
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat out double b_tcs[];
// consume X/Y components
layout(location = 2, component = 0) flat out double c_tcs[];
// consume Z/W components
layout(location = 2, component = 2) flat out double d_tcs[];
void main() {
......@@ -82,22 +91,28 @@ void main() {
layout(triangles) in;
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat in dvec3 a_tcs[];
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat in double b_tcs[];
// consume X/Y components
layout(location = 2, component = 0) flat in double c_tcs[];
// consume Z/W components
layout(location = 2, component = 2) flat in double d_tcs[];
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat out dvec3 a_tes;
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat out double b_tes;
// consume X/Y components
layout(location = 2, component = 0) flat out double c_tes;
// consume Z/W components
layout(location = 2, component = 2) flat out double d_tes;
void main() {
......@@ -119,13 +134,16 @@ void main() {
out vec4 color;
// consume Y/Z/W components
// consume also X/Y components in location 1
layout(location = 0) flat in dvec3 a_tes;
// consumes X component
// consume Z/W components
layout(location = 1, component = 2) flat in double b_tes;
// consume X/Y components
layout(location = 2, component = 0) flat in double c_tes;
// consume Z/W components
layout(location = 2, component = 2) flat in double d_tes;
void main()
......
......@@ -27,7 +27,7 @@ GL_ARB_gpu_shader_fp64
// consume X/Y components
layout(location = 7, component = 0) flat out double a;
// consumes Y component
// consumes Z component
layout(location = 7, component = 2) out float b;
void main()
......@@ -47,7 +47,7 @@ out vec4 color;
// consume X/Y components
layout(location = 7, component = 0) flat in double a;
// consumes Y component
// consumes Z component
layout(location = 7, component = 2) in float b;
void main()
......
......@@ -41,10 +41,10 @@ void main()
out vec4 color;
// consume Y/Z/W components of 32 vectors
// consume X/Y/Z components
layout(location = 0) flat in ivec3 a;
// consumes X component of first vector
// consumes W component
layout(location = 0, component = 3) flat in float b;
void main()
......
......@@ -41,10 +41,10 @@ void main()
out vec4 color;
// consume Y/Z/W components of 32 vectors
// consume X/Y/Z components
layout(location = 0) flat in ivec3 a;
// consumes X component of first vector
// consumes W component
layout(location = 0, component = 3) flat in uint b;
void main()
......
......@@ -41,10 +41,10 @@ void main()
out vec4 color;
// consume Y/Z/W components of 32 vectors
// consume X/Y/Z components
layout(location = 0) flat in uvec3 a;
// consumes X component of first vector
// consumes W component
layout(location = 0, component = 3) flat in float b;
void main()
......
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