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44 lines
750 B
GLSL
44 lines
750 B
GLSL
#version 420 core
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layout(triangles) in;
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in gl_PerVertex {
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float gl_PointSize;
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} gl_in[];
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out gl_PerVertex {
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float gl_PointSize;
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};
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layout(line_strip) out;
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layout(max_vertices = 127) out;
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layout(invocations = 4) in;
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uniform sampler2D s2D;
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in vec2 coord[];
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int i;
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void main()
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{
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float p = gl_in[1].gl_PointSize;
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gl_PointSize = p;
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gl_ViewportIndex = 7;
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EmitStreamVertex(1);
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EndStreamPrimitive(0);
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EmitVertex();
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EndPrimitive();
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int id = gl_InvocationID;
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const ivec2 offsets[5] =
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{
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ivec2(0,1),
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ivec2(1,-2),
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ivec2(0,3),
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ivec2(-3,0),
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ivec2(2,1)
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};
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vec4 v = textureGatherOffset(s2D, coord[0], offsets[i].xy);
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}
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