2016-07-14 23:44:08 +02:00
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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2016-07-17 18:34:52 +02:00
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mat4 modelview;
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2016-07-14 23:44:08 +02:00
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} ubo;
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layout (location = 0) out vec3 outUV;
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void main()
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{
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2016-07-17 18:34:52 +02:00
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outUV = vec3(inUV.st, gl_InstanceIndex);
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vec4 tmpPos = vec4(inPos, 1.0);
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tmpPos.y += gl_InstanceIndex;
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tmpPos.xy *= vec2(1.0/4.0, 1.0/3.0);
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gl_Position = ubo.projection * ubo.modelview * tmpPos;
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2016-07-14 23:44:08 +02:00
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}
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