Moved shaders to new directory
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#version 450
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layout (vertices = 3) out;
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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 = 2) in vec3 inViewVec[];
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layout (location = 3) in vec3 inLightVec[];
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layout (location = 0) out vec3 outNormal[3];
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layout (location = 1) out vec3 outColor[3];
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layout (location = 2) out vec3 outViewVec[3];
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layout (location = 3) out vec3 outLightVec[3];
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void main(void)
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{
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if (gl_InvocationID == 0)
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{
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gl_TessLevelInner[0] = 2.0;
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gl_TessLevelOuter[0] = 1.0;
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gl_TessLevelOuter[1] = 1.0;
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gl_TessLevelOuter[2] = 1.0;
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outColor[gl_InvocationID] = inColor[gl_InvocationID];
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outViewVec[gl_InvocationID] = inViewVec[gl_InvocationID];
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outLightVec[gl_InvocationID] = inLightVec[gl_InvocationID];
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}
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