mirror of
https://github.com/crystalidea/qt6windows7.git
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97 lines
2.5 KiB
GLSL
97 lines
2.5 KiB
GLSL
#version 440
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layout(triangles, fractional_odd_spacing, ccw) in;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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};
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layout(location = 5) in TescOutA {
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vec3 color;
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int id;
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}tcOutA[];
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layout(location = 10) in TescOutB {
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vec2 some;
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int other[3];
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vec3 variables;
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}tcOutB[];
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layout(location = 2) patch in TescOutC {
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vec3 stuff;
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float more_stuff;
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}tcOutC;
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layout(location = 0) out vec3 outColor;
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struct A {
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vec3 color;
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int id;
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};
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struct B {
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vec2 some;
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int other[3];
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vec3 variables;
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};
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struct C {
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vec3 stuff;
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float more_stuff;
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};
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struct Element {
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A a[3];
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B b[3];
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C c;
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vec4 tesslevelOuter;
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vec2 tessLevelInner;
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float pointSize[3];
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float clipDistance[3][5];
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vec3 tessCoord;
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int patchVerticesIn;
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int primitiveID;
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};
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layout(std430, binding = 1) buffer result {
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int count;
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Element elements[];
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};
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void main()
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{
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gl_Position = mvp * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position));
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outColor = gl_TessCoord.x * tcOutA[0].color + gl_TessCoord.y * tcOutA[1].color + gl_TessCoord.z * tcOutA[2].color;
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count = 1;
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elements[gl_PrimitiveID].c.stuff = tcOutC.stuff;
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elements[gl_PrimitiveID].c.more_stuff = tcOutC.more_stuff;
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elements[gl_PrimitiveID].tesslevelOuter = vec4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]);
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elements[gl_PrimitiveID].tessLevelInner = vec2(gl_TessLevelInner[0], gl_TessLevelInner[1]);
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for (int i = 0; i < 3; ++i) {
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elements[gl_PrimitiveID].a[i].color = tcOutA[i].color;
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elements[gl_PrimitiveID].a[i].id = tcOutA[i].id;
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elements[gl_PrimitiveID].b[i].some = tcOutB[i].some;
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elements[gl_PrimitiveID].b[i].other = tcOutB[i].other;
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elements[gl_PrimitiveID].b[i].variables = tcOutB[i].variables;
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elements[gl_PrimitiveID].pointSize[i] = gl_in[i].gl_PointSize;
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elements[gl_PrimitiveID].clipDistance[i][0] = gl_in[i].gl_ClipDistance[0];
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elements[gl_PrimitiveID].clipDistance[i][1] = gl_in[i].gl_ClipDistance[1];
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elements[gl_PrimitiveID].clipDistance[i][2] = gl_in[i].gl_ClipDistance[2];
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elements[gl_PrimitiveID].clipDistance[i][3] = gl_in[i].gl_ClipDistance[3];
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elements[gl_PrimitiveID].clipDistance[i][4] = gl_in[i].gl_ClipDistance[4];
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}
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elements[gl_PrimitiveID].tessCoord = gl_TessCoord;
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elements[gl_PrimitiveID].patchVerticesIn = 3;
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elements[gl_PrimitiveID].primitiveID = gl_PrimitiveID;
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}
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