2017-01-24 15:42:19 +00:00
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#version 310 es
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uniform vec4 UBO[14];
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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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2017-01-24 15:42:19 +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 = UBO[1];
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oB = vec4(UBO[4].y, UBO[5].y, UBO[6].y, UBO[7].y);
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oC = UBO[9];
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oD = vec4(UBO[10].x, UBO[11].x, UBO[12].x, UBO[13].x);
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2017-01-24 16:09:58 +00:00
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oE = vec4(UBO[1].z, UBO[6].y, UBO[9].z, UBO[12].y);
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2017-01-24 15:42:19 +00:00
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}
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