2017-12-09 21:12:55 +01:00
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#version 450
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2017-12-21 21:28:31 +01:00
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layout(push_constant) uniform PushConsts {
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vec4 position;
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uint cascadeIndex;
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} pushConsts;
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2017-12-09 21:12:55 +01:00
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layout (location = 0) out vec2 outUV;
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2017-12-21 21:28:31 +01:00
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layout (location = 1) out uint outCascadeIndex;
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2017-12-09 21:12:55 +01:00
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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2017-12-21 21:28:31 +01:00
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outCascadeIndex = pushConsts.cascadeIndex;
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2017-12-09 21:12:55 +01:00
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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