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69
externals/glslang/Test/spv.debuginfo.glsl.geom
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69
externals/glslang/Test/spv.debuginfo.glsl.geom
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/*
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The MIT License (MIT)
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Copyright (c) 2022 Sascha Willems
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#version 450
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#extension GL_ARB_viewport_array : enable
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layout (triangles, invocations = 2) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (binding = 0) uniform UBO
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{
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mat4 projection[2];
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mat4 modelview[2];
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vec4 lightPos;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec3 inColor[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main(void)
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
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outColor = inColor[i];
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vec4 pos = gl_in[i].gl_Position;
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vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
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vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos);
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outLightVec = lPos - worldPos.xyz;
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outViewVec = -worldPos.xyz;
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gl_Position = ubo.projection[gl_InvocationID] * worldPos;
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// Set the viewport index that the vertex will be emitted to
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gl_ViewportIndex = gl_InvocationID;
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gl_PrimitiveID = gl_PrimitiveIDIn;
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EmitVertex();
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}
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EndPrimitive();
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}
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