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24 lines
445 B
GLSL
24 lines
445 B
GLSL
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#version 450
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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float blend;
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};
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layout (location = 0) in vec4 vertexa;
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layout (location = 1) in vec3 normala;
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layout (location = 2) in vec4 vertexb;
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layout (location = 3) in vec3 normalb;
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layout (location = 0) out int InstanceIndex;
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void
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main (void)
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{
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vec4 vertex;
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vertex = mix (vertexa, vertexb, blend);
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gl_Position = Model * vertex;
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InstanceIndex = gl_InstanceIndex;
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}
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