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50 lines
1.0 KiB
GLSL
50 lines
1.0 KiB
GLSL
#version 310 es
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layout(location = 7) in vec3 c;
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layout(LocatioN = 3) in vec4 p;
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layout(location = 9) in ivec2 aiv2;
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out vec4 pos;
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out vec3 color;
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flat out int iout;
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layout(row_major) uniform; // default is now row_major
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layout(std140) uniform Transform { // layout of this block is std140
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mat4 M1; // row_major
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layout(column_major) mat4 M2; // column major
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mat3 N1; // row_major
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int iuin;
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} tblock;
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uniform T2 { // layout of this block is shared
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bool b;
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mat4 t2m;
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};
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layout(column_major) uniform T3 { // shared and column_major
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mat4 M3; // column_major
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layout(row_major) mat4 M4; // row major
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mat2x3 N2; // column_major
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layout(align=16, offset=2048) uvec3 uv3a[4];
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};
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in uint uiuin;
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struct S {
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vec3 c;
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float f;
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};
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out S s;
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void main()
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{
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pos = p * (tblock.M1 + tblock.M2 + M4 + M3 + t2m);
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color = c * tblock.N1;
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iout = tblock.iuin + int(uiuin) + aiv2.y;
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s.c = c;
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s.f = p.x;
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if (N2[1] != vec3(1.0) || uv3a[2] != uvec3(5))
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++s.c;
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}
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