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22 lines
448 B
GLSL
22 lines
448 B
GLSL
#version 450
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layout(vertices = 4) out;
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struct VertexData
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{
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mat4 a;
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vec4 b[2];
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vec4 c;
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};
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layout(location = 0) in VertexData vInputs[gl_MaxPatchVertices];
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layout(location = 0) out vec4 vOutputs[4];
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void main()
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{
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VertexData tmp[gl_MaxPatchVertices] = vInputs;
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VertexData tmp_single = vInputs[gl_InvocationID ^ 1];
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vOutputs[gl_InvocationID] = tmp[gl_InvocationID].a[1] + tmp[gl_InvocationID].b[1] + tmp[gl_InvocationID].c + tmp_single.c;
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}
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