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38 lines
844 B
GLSL
38 lines
844 B
GLSL
#version 450 core
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out gl_PerVertex {
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float gl_ClipDistance[];
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};
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const float cx = 4.20;
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const float dx = 4.20;
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in vec4 bad[10];
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highp in vec4 badorder;
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out invariant vec4 badorder2;
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out flat vec4 badorder3;
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in float f;
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void main()
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{
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gl_ClipDistance[2] = 3.7;
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if (bad[0].x == cx.x)
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badorder3 = bad[0];
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gl_ClipDistance[0] = f.x;
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}
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layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
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layout(binding = 7) uniform anonblock { int aoeu; } ;
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layout(binding = 4) uniform sampler2D sampb1;
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layout(binding = 5) uniform sampler2D sampb2[10];
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layout(binding = 31) uniform sampler2D sampb4;
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struct S { mediump float a; highp uvec2 b; highp vec3 c; };
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struct SS { vec4 b; S s; vec4 c; };
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layout(location = 0) flat out SS var;
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out MS { layout(location = 17) float f; } outMS;
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