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externals/glslang/Test/spv.debuginfo.hlsl.geom
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externals/glslang/Test/spv.debuginfo.hlsl.geom
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/*
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The MIT License (MIT)
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Copyright (c) 2022 Google LLC
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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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struct UBO
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{
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float4x4 projection[2];
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float4x4 modelview[2];
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float4 lightPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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};
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struct GSOutput
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{
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float4 Pos : SV_POSITION;
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uint ViewportIndex : SV_ViewportArrayIndex;
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uint PrimitiveID : SV_PrimitiveID;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOOR1;
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[[vk::location(3)]] float3 LightVec : TEXCOOR2;
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};
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[maxvertexcount(3)]
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[instance(2)]
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void main(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID : SV_GSInstanceID, uint PrimitiveID : SV_PrimitiveID)
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{
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for(int i = 0; i < 3; i++)
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{
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GSOutput output = (GSOutput)0;
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output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal);
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output.Color = input[i].Color;
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float4 pos = input[i].Pos;
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float4 worldPos = mul(ubo.modelview[InvocationID], pos);
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float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz;
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output.LightVec = lPos - worldPos.xyz;
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output.ViewVec = -worldPos.xyz;
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output.Pos = mul(ubo.projection[InvocationID], worldPos);
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// Set the viewport index that the vertex will be emitted to
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output.ViewportIndex = InvocationID;
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output.PrimitiveID = PrimitiveID;
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outStream.Append( output );
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}
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outStream.RestartStrip();
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}
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