If I declare a simple vertex + fragment shader, then I find that the projCoord computed in my vertex shader is being declared as a VS output and an FS input, even though the value is never used in the FS.
It seems like the logic for determining which components are "live" coming out of a stage needs to understand that system-consumed "outputs" in a given stage do not actual make the corresponding component live-out (although they do make it "live" from a DCE perspective).
If I declare a simple vertex + fragment shader, then I find that the
projCoord
computed in my vertex shader is being declared as a VS output and an FS input, even though the value is never used in the FS.It seems like the logic for determining which components are "live" coming out of a stage needs to understand that system-consumed "outputs" in a given stage do not actual make the corresponding component live-out (although they do make it "live" from a DCE perspective).