forked from AuroraMiddleware/gtk
vulkan: Move push constants into their own header
This is the first step towards easing maintenance of the Vulkan shaders by moving common code into headers.
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8ffecabd93
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@ -58,6 +58,7 @@ gsk_private_vulkan_source_c = \
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gskvulkanrenderpass.c \
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gskvulkanshader.c
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gsk_private_vulkan_include_shaders = \
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resources/vulkan/constants.glsl \
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resources/vulkan/rounded-rect.glsl
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gsk_private_vulkan_shaders = \
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resources/vulkan/blend-clip.frag.glsl \
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out vec2 outTexCoord;
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layout(location = 2) out flat vec4 outClipBounds;
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outTexCoord;
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out gl_PerVertex {
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outTexCoord;
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out gl_PerVertex {
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@ -1,18 +1,13 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inCornerWidths;
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layout(location = 2) in vec4 inCornerHeights;
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layout(location = 3) in vec4 inBorderWidths;
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layout(location = 4) in mat4 inBorderColors;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outRect;
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@ -1,18 +1,13 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inCornerWidths;
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layout(location = 2) in vec4 inCornerHeights;
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layout(location = 3) in vec4 inBorderWidths;
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layout(location = 4) in mat4 inBorderColors;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outRect;
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@ -1,18 +1,13 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inCornerWidths;
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layout(location = 2) in vec4 inCornerHeights;
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layout(location = 3) in vec4 inBorderWidths;
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layout(location = 4) in mat4 inBorderColors;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outRect;
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inColor;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outClipBounds;
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inColor;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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@ -1,17 +1,12 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 2) in mat4 inColorMatrix;
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layout(location = 6) in vec4 inColorOffset;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out vec2 outTexCoord;
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layout(location = 2) out flat vec4 outClipBounds;
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@ -1,17 +1,12 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 2) in mat4 inColorMatrix;
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layout(location = 6) in vec4 inColorOffset;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out flat mat4 outColorMatrix;
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layout(location = 5) out flat vec4 outColorOffset;
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@ -1,17 +1,12 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 2) in mat4 inColorMatrix;
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layout(location = 6) in vec4 inColorOffset;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out flat mat4 outColorMatrix;
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layout(location = 5) out flat vec4 outColorOffset;
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@ -1,15 +1,10 @@
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#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inColor;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec4 outColor;
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out gl_PerVertex {
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11
gsk/resources/vulkan/constants.glsl
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11
gsk/resources/vulkan/constants.glsl
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@ -0,0 +1,11 @@
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#ifndef _CONSTANTS_
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#define _CONSTANTS_
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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#endif
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#version 420 core
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#include "constants.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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@ -21,13 +23,6 @@ layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out float outGradientPos;
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layout(location = 2) out flat int outRepeating;
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@ -1,5 +1,7 @@
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#version 420 core
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#include "constants.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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@ -21,13 +23,6 @@ layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out float outGradientPos;
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layout(location = 1) out flat int outRepeating;
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layout(location = 2) out flat int outStopCount;
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#version 420 core
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#include "constants.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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@ -21,13 +23,6 @@ layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out float outGradientPos;
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layout(location = 1) out flat int outRepeating;
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layout(location = 2) out flat int outStopCount;
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