Added gl_PerVertex out blocks to silence validation (Refs #277) [skip ci]
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8 changed files with 19 additions and 4 deletions
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@ -21,6 +21,11 @@ layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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void main()
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{
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{
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outNormal = inNormal;
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outNormal = inNormal;
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@ -28,9 +33,9 @@ void main()
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outUV = inUV;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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outViewVec = -pos.xyz;
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}
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}
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@ -25,6 +25,11 @@ layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec4 outLightVec[lightCount];
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layout (location = 3) out vec4 outLightVec[lightCount];
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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void main()
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{
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{
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outNormal = inNormal;
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outNormal = inNormal;
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@ -22,6 +22,11 @@ layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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void main()
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{
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{
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outNormal = inNormal;
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outNormal = inNormal;
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