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36 lines
415 B
GLSL
36 lines
415 B
GLSL
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#version 450
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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struct VSOut
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{
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float a;
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vec4 pos;
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};
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struct VSOut_1
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{
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float a;
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};
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layout(location = 0) out VSOut_1 _entryPointOutput;
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VSOut _main()
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{
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VSOut vout;
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vout.a = 40.0;
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vout.pos = vec4(1.0);
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return vout;
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}
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void main()
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{
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VSOut flattenTemp = _main();
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_entryPointOutput.a = flattenTemp.a;
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gl_Position = flattenTemp.pos;
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}
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