32 lines
522 B
GLSL
32 lines
522 B
GLSL
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#version 440
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layout(location = 0) in vec2 vertex;
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layout(location = 0) out vec3 color;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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};
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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switch (gl_VertexIndex%3) {
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case 0:
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color = vec3(1.0, 0.0, 0.0);
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break;
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case 1:
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color = vec3(0.0, 1.0, 0.0);
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break;
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case 2:
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color = vec3(0.0, 0.0, 1.0);
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break;
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}
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gl_Position = qt_Matrix * vec4(vertex, 0.0, 1.0);
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}
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