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18 lines
336 B
GLSL
18 lines
336 B
GLSL
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#version 450
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layout (location = 0) in vec4 position;
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layout (binding = 5) uniform ComponentsBlock
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{
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vec4 c1;
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vec2 c2;
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} components;
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layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0);
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}
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