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55 lines
796 B
GLSL
55 lines
796 B
GLSL
#version 430
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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// OK: different instance names is allowed
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layout (std140, binding = 1) uniform ColorBlock
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{
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vec4 color1;
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bool b;
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vec4 color2;
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vec4 color3;
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} uColor;
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// OK: different instance names is allowed
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layout (std430, binding = 1) buffer BufferBlock
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{
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mat4 p;
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} uBuffer;
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// OK: different instance names is allowed
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layout (std140, binding = 0) uniform MatrixBlock
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{
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mat4 uProj;
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mat4 uWorld;
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} uMatrix;
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// OK, it's allowed for input/output interfaces to
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// be anonymous is one unit and not in another
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out Vertex
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{
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vec4 val1;
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};
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in Vertex
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{
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vec4 v1;
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vec4 v2;
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} iVV[];
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in vec4 P[3];
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vec4 getColor2()
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{
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return uColor.color2;
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}
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vec4 getWorld(int i)
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{
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val1 = vec4(1);
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return uMatrix.uWorld * iVV[i].v1;
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}
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