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27 lines
496 B
GLSL
27 lines
496 B
GLSL
#version 450
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layout(vertices = 4) out;
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layout(location = 0) out vec4 v0[];
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layout(location = 1) patch out vec4 v1;
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void write_in_func()
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{
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v0[gl_InvocationID] = vec4(1.0);
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v0[gl_InvocationID][0] = 2.0;
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if (gl_InvocationID == 0)
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{
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v1 = vec4(2.0);
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v1[3] = 4.0;
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}
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gl_out[gl_InvocationID].gl_Position = vec4(3.0);
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gl_out[gl_InvocationID].gl_PointSize = 4.0;
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gl_out[gl_InvocationID].gl_Position[2] = 5.0;
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gl_out[gl_InvocationID].gl_PointSize = 4.0;
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}
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void main()
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{
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write_in_func();
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}
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