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This is probably an intended feature, but when the compiler adds "flat" to vertex shader input, and I convert the file to GLSL using SPIRV-Cross, loaded it into my OpenGL program, it triggers a compilation error. (I haven't tried passing the SPIR-V code directly to GL though.)
This is probably an intended feature, but when the compiler adds "flat" to vertex shader input, and I convert the file to GLSL using SPIRV-Cross, loaded it into my OpenGL program, it triggers a compilation error. (I haven't tried passing the SPIR-V code directly to GL though.)
Example:
This code:
becomes this in SPIR-V disassembly:
(flat is added in line 16)
GLSL output:
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