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28 lines
663 B
GLSL
28 lines
663 B
GLSL
#version 440
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layout(vertices = 3) out;
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layout(location = 0) in vec3 inColor[];
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layout(location = 0) out vec3 outColor[];
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// these serve no purpose, just exist to test per-patch outputs
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layout(location = 1) patch out vec3 stuff;
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layout(location = 2) patch out float more_stuff;
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void main()
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{
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if (gl_InvocationID == 0) {
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gl_TessLevelOuter[0] = 4.0;
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gl_TessLevelOuter[1] = 4.0;
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gl_TessLevelOuter[2] = 4.0;
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gl_TessLevelInner[0] = 4.0;
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outColor[gl_InvocationID] = inColor[gl_InvocationID];
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stuff = vec3(1.0);
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more_stuff = 1.0;
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}
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