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;
} vertexInput;
layout(location = 0) out vec4 FragColor;
layout(location = 0) out vec4 outFragColor;
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
{
vec4 color;
vec4 color;
} vertexOutput[];
void main()
{
SetMeshOutputsEXT(3, 1);
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[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);
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[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
SetMeshOutputsEXT(3, 1);
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[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);
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[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
}