63 lines
		
	
	
		
			901 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			901 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 = 0) uniform MatrixBlock
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{
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	mat4 uProj;
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	mat4 uWorld;
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} uM;
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// Verify that in/out blocks with same block name work
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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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} iV[3];
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out Vertex
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{
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	vec4 val1;
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} oV;
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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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} uC;
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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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} uBuf;
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vec4 getWorld(int i);
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vec4 getColor2();
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out vec4 oColor;
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float globalF;
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void
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main()
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{
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	oColor = uC.color1 * getColor2();
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	globalF = 1.0;
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	for (int i = 0; i < 3; i++)
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	{
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		gl_Position = uM.uProj * getWorld(i);
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		oV.val1 = uC.color1 + iV[i].v2 * globalF;
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		EmitVertex();
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	}
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	EndPrimitive();
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}
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