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36 lines
596 B
GLSL
36 lines
596 B
GLSL
#version 460
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layout(points) in;
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layout(triangle_strip, max_vertices=3) out;
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in vec4 vgo1[];
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in vec2 vgo2[];
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layout(location = 5) in outBlock {
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vec4 o3;
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} inBlock[];
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out vec4 gfo1;
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out vec2 gfo2;
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layout(location = 5) out outBlock {
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vec4 o3;
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} gf_out;
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uniform crossStageBlock2 {
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uniform vec4 a;
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vec2 b;
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} blockName1 [2]; // instance name different from frag
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void main()
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{
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for (int i = 0; i < 3; i++) {
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gfo1 = vec4(0);
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gfo2 = vec2(0);
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gf_out.o3 = inBlock[i].o3;
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EmitVertex();
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}
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EndPrimitive();
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}
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