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40 lines
849 B
GLSL
40 lines
849 B
GLSL
#version 450
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layout(location = 0) in VertexData {
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vec2 position;
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vec2 a;
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} vert;
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layout(location = 0) out FragmentData {
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vec2 position;
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vec2 a;
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} frag;
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layout(location = 2) in vec4 in_array[2];
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layout(location = 2) out vec4 out_array[2];
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struct TestStruct {
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float a;
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float b;
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};
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float array_2d[2][2];
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float array_toomanyd[2][2][2][2][2][2][2];
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struct LightScatteringParams {
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float BetaRay, BetaMie[3], HGg, DistanceMul[4], BlendCoeff;
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vec3 SunDirection, SunColor;
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};
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void main() {
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const vec3 positions[2] = vec3[2](
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vec3(-1.0, 1.0, 0.0),
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vec3(-1.0, -1.0, 0.0)
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);
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const TestStruct strct = TestStruct( 1, 2 );
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const vec4 from_input_array = in_array[1];
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const float a = array_2d[0][0];
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const float b = array_toomanyd[0][0][0][0][0][0][0];
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out_array[0] = vec4(2.0);
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}
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