Indentation

This commit is contained in:
Sascha Willems 2022-11-03 19:57:01 +01:00
parent 42e4bd4a11
commit c739dac00a
3 changed files with 12 additions and 12 deletions

View file

@ -10,10 +10,10 @@ layout (location = 0) in VertexInput {
vec4 color; vec4 color;
} vertexInput; } vertexInput;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 outFragColor;
void main() void main()
{ {
FragColor = vertexInput.color; outFragColor = vertexInput.color;
} }

View file

@ -19,18 +19,18 @@ layout(triangles, max_vertices = 3, max_primitives = 1) out;
layout(location = 0) out VertexOutput layout(location = 0) out VertexOutput
{ {
vec4 color; vec4 color;
} vertexOutput[]; } vertexOutput[];
void main() void main()
{ {
SetMeshOutputsEXT(3, 1); SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model; mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0); gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0); gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0); gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0); vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0); vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0); vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2); gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
} }