Indentation
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42e4bd4a11
commit
c739dac00a
3 changed files with 12 additions and 12 deletions
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@ -10,10 +10,10 @@ layout (location = 0) in VertexInput {
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vec4 color;
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vec4 color;
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} vertexInput;
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} vertexInput;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 outFragColor;
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void main()
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void main()
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{
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{
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FragColor = vertexInput.color;
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outFragColor = vertexInput.color;
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}
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}
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@ -19,18 +19,18 @@ layout(triangles, max_vertices = 3, max_primitives = 1) out;
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layout(location = 0) out VertexOutput
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layout(location = 0) out VertexOutput
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{
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{
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vec4 color;
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vec4 color;
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} vertexOutput[];
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} vertexOutput[];
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void main()
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void main()
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{
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{
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SetMeshOutputsEXT(3, 1);
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SetMeshOutputsEXT(3, 1);
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
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vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
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vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
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vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
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vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
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vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
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vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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}
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}
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