在HLSL中,我可以写:
struct vertex_in
{
float3 pos : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD;
};
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并将此结构用作顶点着色器的输入:
vertex_out VS(vertex_in v) { ... }
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GLSL中有类似的东西吗?还是我需要写一些类似的东西:
layout(location = 0) in vec4 aPosition;
layout(location = 1) in vec4 aNormal;
...
Run Code Online (Sandbox Code Playgroud) 我有这个 HLSL,我想用 GLSL 编写等效的内容。如果有任何用处,我正在尝试运行此示例https://github.com/mcleary/VulkanHpp-Compute-Sample
[[vk::binding(0, 0)]] RWStructuredBuffer<int> InBuffer;
[[vk::binding(1, 0)]] RWStructuredBuffer<int> OutBuffer;
[numthreads(1, 1, 1)]
void Main(uint3 DTid : SV_DispatchThreadID)
{
OutBuffer[DTid.x] = InBuffer[DTid.x] * InBuffer[DTid.x];
}
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