2017-01-31 03:55:21 +00:00
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#version 310 es
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// comments note the 16b alignment boundaries (see GL spec 7.6.2.2 Standard Uniform Block Layout)
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layout(std140) uniform UBO
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{
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// 16b boundary
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vec4 A;
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// 16b boundary
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vec2 B0;
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vec2 B1;
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// 16b boundary
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float C0;
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// 16b boundary (vec3 is aligned to 16b)
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vec3 C1;
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// 16b boundary
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vec3 D0;
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float D1;
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// 16b boundary
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float E0;
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float E1;
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float E2;
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float E3;
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// 16b boundary
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float F0;
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vec2 F1;
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// 16b boundary (vec2 before us is aligned to 8b)
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float F2;
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};
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2017-06-21 07:39:08 +00:00
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layout(location = 0) out vec4 oA;
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layout(location = 1) out vec4 oB;
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layout(location = 2) out vec4 oC;
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layout(location = 3) out vec4 oD;
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layout(location = 4) out vec4 oE;
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layout(location = 5) out vec4 oF;
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2017-01-31 03:55:21 +00:00
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void main()
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{
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gl_Position = vec4(0.0);
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oA = A;
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oB = vec4(B0, B1);
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oC = vec4(C0, C1);
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oD = vec4(D0, D1);
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oE = vec4(E0, E1, E2, E3);
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oF = vec4(F0, F1, F2);
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}
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