mirror of
https://github.com/KhronosGroup/glslang
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33 lines
415 B
GLSL
33 lines
415 B
GLSL
#version 460
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layout(points) in;
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layout(triangle_strip, max_vertices=3) out;
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// Not written by vertex shader
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in vec4 vgo1[];
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in vec4 color[];
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out vec4 colorOut;
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in VV
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{
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vec4 val;
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} vv[];
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out VV2
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{
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vec4 vv2Val;
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};
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void main()
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{
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for (int i = 0; i < 3; i++) {
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colorOut = color[i] * vv[i].val;
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vv2Val = vec4(1.0);
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EmitVertex();
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}
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EndPrimitive();
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}
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