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https://github.com/KhronosGroup/glslang
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1905069857
* We follow similar rules to uniform block exploding.
32 lines
485 B
GLSL
32 lines
485 B
GLSL
#version 330 core
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precision highp float;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 4) out;
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in block
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{
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vec2 Color;
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vec2 Texcoord;
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flat ivec3 in_a;
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} In[];
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out block
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{
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vec4 Color;
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vec4 a;
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vec2 b[3];
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} Out;
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void main()
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{
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for(int i = 0; i < gl_in.length(); ++i)
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{
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gl_Position = gl_in[i].gl_Position;
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Out.Color = vec4(In[i].Color, 0, 1);
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EmitVertex();
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}
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EndPrimitive();
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}
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