d2961b30db
Odd-ball case for certain geometry shaders coming from HLSL.
36 lines
618 B
GLSL
36 lines
618 B
GLSL
#version 450
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layout(triangles) in;
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layout(max_vertices = 3, triangle_strip) out;
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struct SceneOut
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{
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vec4 pos;
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};
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void _main(vec4 positions[3], SceneOut OUT)
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{
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for (int i = 0; i < 3; i++)
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{
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SceneOut o;
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o.pos = positions[i];
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gl_Position = o.pos;
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EmitVertex();
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}
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EndPrimitive();
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}
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void main()
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{
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vec4 _35_unrolled[3];
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for (int i = 0; i < int(3); i++)
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{
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_35_unrolled[i] = gl_in[i].gl_Position;
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}
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vec4 positions[3] = _35_unrolled;
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vec4 param[3] = positions;
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SceneOut param_1;
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_main(param, param_1);
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SceneOut OUT = param_1;
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}
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