2018-01-04 15:22:44 +00:00
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#version 450
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layout(vertices = 3) out;
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struct VertexOutput
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{
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vec4 pos;
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vec2 uv;
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};
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struct VertexOutput_1
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{
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vec2 uv;
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};
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layout(location = 0) in VertexOutput_1 p[];
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2018-03-12 13:58:40 +00:00
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layout(location = 0) out VertexOutput_1 _entryPointOutput[3];
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2018-01-04 15:22:44 +00:00
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void main()
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{
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2018-03-12 13:58:40 +00:00
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VertexOutput param[3] = VertexOutput[](VertexOutput(gl_in[0].gl_Position, p[0].uv), VertexOutput(gl_in[1].gl_Position, p[1].uv), VertexOutput(gl_in[2].gl_Position, p[2].uv));
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2018-01-04 15:22:44 +00:00
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gl_out[gl_InvocationID].gl_Position = param[gl_InvocationID].pos;
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_entryPointOutput[gl_InvocationID].uv = param[gl_InvocationID].uv;
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barrier();
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if (int(gl_InvocationID) == 0)
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{
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2018-03-12 13:58:40 +00:00
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vec2 _174 = vec2(1.0) + p[0].uv;
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2018-01-04 15:22:44 +00:00
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float _175 = _174.x;
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gl_TessLevelOuter[0] = _175;
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2018-03-12 13:58:40 +00:00
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gl_TessLevelOuter[1] = _175;
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gl_TessLevelOuter[2] = _175;
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gl_TessLevelInner[0] = _175;
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2018-01-04 15:22:44 +00:00
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}
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}
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