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42 lines
842 B
GLSL
42 lines
842 B
GLSL
#version 460
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layout(location = 5) in outBlock {
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vec4 o3;
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};
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in vec2 o2; // declaration order different than vertex shader
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in vec4 o1; // declaration order different than vertex shader
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out vec4 outColor;
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uniform vec2 u1;
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uniform vec3 u2; // initializer present in vertex stage
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uniform vec4 u3 = vec4(0); // initializer matches initializer in vertex stage
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uniform mat2 um2 = mat2(4.0);
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layout (location = 0, binding = 0) uniform sampler2D glass;
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uniform crossStageBlock1 {
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uniform vec4 a;
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vec4 b;
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};
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buffer fragOnlyBlock {
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vec2 fb1;
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};
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uniform crossStageBlock2 {
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uniform vec4 a;
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vec2 b;
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} blockName2 [2]; // instance name different from vert
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void main()
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{
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vec4 color = o1 * u1.rgrg * u2.rgbr * u3.rgba; // o1 is statically used
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outColor = color;
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}
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