GL_NV_mesh_shader spec typo for per-primitive fragment shader inputs · Issue #31 · KhronosGroup/GLSL (original) (raw)
Description
opened
The extension spec says:
(add a new example to the second paragraph, p. 48)
primitive in vec3 triangleNormal;
But it should use perprimitiveNV
instead as far as I understand (perprimitiveNV is accepted by glslang, primitive isn't).
Metadata
Metadata
Assignees
No one assigned
Labels
No labels
No labels
Type
No type
Projects
No projects
Milestone
No milestone
Relationships
None yet
Development
No branches or pull requests