On 01/24/2014 10:51 PM, Chris Forbes wrote:
> This is a bit unusual -- we want to treat it as an input on the GLSL
> side rather than a `system value` oddball. However, it doesn't get a
> real slot in the VUE layout -- earlier shader stages write it into the
> vertex header, and it appears in the F
This is a bit unusual -- we want to treat it as an input on the GLSL
side rather than a `system value` oddball. However, it doesn't get a
real slot in the VUE layout -- earlier shader stages write it into the
vertex header, and it appears in the FS payload packed into some R0.0
bits.
Signed-off-by