2020-01-26 10:05:39 +00:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 inVertex;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(push_constant) uniform PushConstant
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{
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mat4 mvpMatrix;
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} pc;
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layout(location = 0) out vec2 texCoord;
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layout(location = 1) out vec4 color;
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layout(location = 2) out float aTreshold;
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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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gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0);
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texCoord = inTexCoord;
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color = inColor;
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2021-01-10 11:25:10 +00:00
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aTreshold = 0.5;
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2020-01-26 10:05:39 +00:00
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}
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