83 lines
2.1 KiB
GLSL
83 lines
2.1 KiB
GLSL
#version 450
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layout(vertices = 4) out;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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} gl_out[4];
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layout(location = 0) patch out vert
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{
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float v0;
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float v1;
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} _5;
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layout(location = 2) patch out vert_patch
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{
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float v2;
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float v3;
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} patches[2];
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layout(location = 6) patch out float v2;
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layout(location = 7) out float v3[4];
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layout(location = 8) out vert2
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{
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float v4;
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float v5;
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} verts[4];
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const vec4 _3_0_init[4] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
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const float _3_1_init[4] = float[](0.0, 0.0, 0.0, 0.0);
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const float _3_2_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0));
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const float _3_3_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0));
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const float _6_0_init[2] = float[](0.0, 0.0);
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const float _6_1_init[2] = float[](0.0, 0.0);
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const float _7_init = 0.0;
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const float _8_init[4] = float[](0.0, 0.0, 0.0, 0.0);
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const float _9_0_init[4] = float[](0.0, 0.0, 0.0, 0.0);
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const float _9_1_init[4] = float[](0.0, 0.0, 0.0, 0.0);
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void main()
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{
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gl_out[gl_InvocationID].gl_Position = _3_0_init[gl_InvocationID];
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gl_out[gl_InvocationID].gl_PointSize = _3_1_init[gl_InvocationID];
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gl_out[gl_InvocationID].gl_ClipDistance = _3_2_init[gl_InvocationID];
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gl_out[gl_InvocationID].gl_CullDistance = _3_3_init[gl_InvocationID];
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if (gl_InvocationID == 0)
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{
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_5.v0 = 0.0;
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}
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if (gl_InvocationID == 0)
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{
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_5.v1 = 0.0;
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}
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if (gl_InvocationID == 0)
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{
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patches[0].v2 = _6_0_init[0];
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}
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if (gl_InvocationID == 0)
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{
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patches[1].v2 = _6_0_init[1];
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}
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if (gl_InvocationID == 0)
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{
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patches[0].v3 = _6_1_init[0];
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}
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if (gl_InvocationID == 0)
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{
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patches[1].v3 = _6_1_init[1];
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}
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if (gl_InvocationID == 0)
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{
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v2 = _7_init;
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}
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v3[gl_InvocationID] = _8_init[gl_InvocationID];
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verts[gl_InvocationID].v4 = _9_0_init[gl_InvocationID];
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verts[gl_InvocationID].v5 = _9_1_init[gl_InvocationID];
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gl_out[gl_InvocationID].gl_Position = vec4(1.0);
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}
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