2017-03-19 12:20:03 +01:00
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#version 450
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#extension GL_ARB_viewport_array : enable
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layout (triangles, invocations = 2) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (binding = 0) uniform UBO
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{
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mat4 projection[2];
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mat4 modelview[2];
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vec4 lightPos;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec3 inColor[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main(void)
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
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outColor = inColor[i];
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vec4 pos = gl_in[i].gl_Position;
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vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
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vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos);
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outLightVec = lPos - worldPos.xyz;
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outViewVec = -worldPos.xyz;
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gl_Position = ubo.projection[gl_InvocationID] * worldPos;
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// Set the viewport index that the vertex will be emitted to
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gl_ViewportIndex = gl_InvocationID;
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2017-06-19 22:32:09 +02:00
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gl_PrimitiveID = gl_PrimitiveIDIn;
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2017-03-19 12:20:03 +01:00
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EmitVertex();
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}
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EndPrimitive();
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}
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