36 lines
628 B
GLSL
36 lines
628 B
GLSL
#version 450
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struct Struct_vec4
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{
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vec4 m0;
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};
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layout(binding = 0, std140) uniform UBO
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{
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Struct_vec4 m0;
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Struct_vec4 m1;
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} ubo_binding_0;
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layout(location = 0) out VertexOut
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{
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Struct_vec4 m0;
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Struct_vec4 m1;
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} output_location_0;
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layout(location = 2) out Struct_vec4 output_location_2;
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layout(location = 3) out Struct_vec4 output_location_3;
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void main()
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{
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Struct_vec4 c;
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c.m0 = ubo_binding_0.m0.m0;
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Struct_vec4 b;
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b.m0 = ubo_binding_0.m1.m0;
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gl_Position = c.m0 + b.m0;
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output_location_0.m0 = c;
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output_location_0.m1 = b;
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output_location_2 = c;
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output_location_3 = b;
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}
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