29 lines
656 B
GLSL
29 lines
656 B
GLSL
#version 450
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#pragma shader_stage(vertex)
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#if 0
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUv;
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#endif
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layout (location = 0) out vec2 outUv;
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layout (location = 1) out flat uvec2 outPushConstantPass;
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layout( push_constant ) uniform PushBlock {
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uint pass;
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uint draw;
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} PushConstant;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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outPushConstantPass = uvec2(PushConstant.pass, PushConstant.draw);
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outUv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUv * 2.0f + -1.0f, 0.0f, 1.0f);
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#if 0
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outUv = inUv;
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gl_Position = vec4(inPos.xy, 0.0, 1.0);
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#endif
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} |