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Fix slang-compilation by avoiding SV_VertexID in one pixel-stage (#1544)
* Fix slang-compilation by avoiding SV_VertexID in one pixel-stage * Fix copyright-header in one shader by invoking scripts/copyright.py --fix - Outdated copyright: Fixed shaders/fragment_shader_barycentric/slang/object.frag.slang
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shaders/fragment_shader_barycentric/slang/object.frag.slang

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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/* Copyright (c) 2023-2025, Mobica Limited
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/* Copyright (c) 2023-2026, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
@@ -24,7 +24,7 @@ struct VSOutput
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[[vk::binding(1, 0)]] Sampler2D samplerColorMap;
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[shader("fragment")]
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float4 main(VSOutput input, float3 baryCoords: SV_Barycentrics, noperspective float3 baryCoordsAffine: SV_Barycentrics, uint vertexIndex: SV_VertexID, uniform int type)
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float4 main(VSOutput input, float3 baryCoords: SV_Barycentrics, noperspective float3 baryCoordsAffine: SV_Barycentrics, uniform int type)
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{
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float3 vColor0 = GetAttributeAtVertex(input.Color, 0);
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float3 vColor1 = GetAttributeAtVertex(input.Color, 1);

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