forked from AuroraMiddleware/gtk
vulkan: No need to redefine gl_PerVertex
The compiler has those predefined, so use them.
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@ -12,10 +12,6 @@ layout(location = 1) out vec2 outStartTexCoord;
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layout(location = 2) out vec2 outEndTexCoord;
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layout(location = 3) flat out uint outBlendMode;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -12,10 +12,6 @@ layout(location = 1) out flat vec2 outSize;
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layout(location = 2) out vec2 outTexCoord;
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layout(location = 3) out flat float outRadius;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -15,10 +15,6 @@ layout(location = 3) out flat vec4 outCornerWidths;
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layout(location = 4) out flat vec4 outCornerHeights;
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layout(location = 5) out flat vec4 outBorderWidths;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -12,10 +12,6 @@ layout(location = 1) out vec2 outTexCoord;
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layout(location = 2) out flat mat4 outColorMatrix;
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layout(location = 6) out flat vec4 outColorOffset;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -8,10 +8,6 @@ layout(location = 1) in vec4 inColor;
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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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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -12,10 +12,6 @@ layout(location = 1) out vec2 outStartTexCoord;
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layout(location = 2) out vec2 outEndTexCoord;
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layout(location = 3) out float outProgress;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -18,10 +18,6 @@ layout(location = 4) out flat vec4 outColor;
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layout(location = 5) out flat vec2 outOffset;
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layout(location = 6) out flat float outSpread;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -29,10 +29,6 @@ layout(location = 2) out flat int outRepeating;
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layout(location = 3) out flat int outStopCount;
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layout(location = 4) out flat ColorStop outStops[8];
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -10,10 +10,6 @@ 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 outColor;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -19,10 +19,6 @@ layout(location = 5) out flat vec2 outOffset;
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layout(location = 6) out flat float outSpread;
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layout(location = 7) out flat float outBlurRadius;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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@ -8,10 +8,6 @@ layout(location = 1) in vec4 inTexRect;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out vec2 outTexCoord;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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