24 lines
405 B
GLSL
24 lines
405 B
GLSL
#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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float outlineWidth;
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} ubo;
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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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{
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// Extrude along normal
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vec4 pos = vec4(inPos.xyz + inNormal * ubo.outlineWidth, inPos.w);
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gl_Position = ubo.projection * ubo.model * pos;
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}
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