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/* Copyright (c) 2023, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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layout(binding = 1) uniform UBOTessellation
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{
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float tessellationFactor;
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}
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ubo_tessellation;
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layout(vertices = 3) out;
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layout(location = 0) in vec3 inPos[];
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layout(location = 1) in vec3 inNormal[];
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layout(location = 0) out vec3 outPos[3];
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layout(location = 1) out vec3 outNormal[3];
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void main()
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{
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if (gl_InvocationID == 0)
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{
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if (ubo_tessellation.tessellationFactor > 0.0)
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{
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gl_TessLevelInner[0] = ubo_tessellation.tessellationFactor;
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gl_TessLevelInner[1] = ubo_tessellation.tessellationFactor;
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gl_TessLevelOuter[0] = ubo_tessellation.tessellationFactor;
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gl_TessLevelOuter[1] = ubo_tessellation.tessellationFactor;
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gl_TessLevelOuter[2] = ubo_tessellation.tessellationFactor;
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gl_TessLevelOuter[3] = ubo_tessellation.tessellationFactor;
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}
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else
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{
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gl_TessLevelInner[0] = 1;
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gl_TessLevelInner[1] = 1;
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gl_TessLevelOuter[0] = 1;
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gl_TessLevelOuter[1] = 1;
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gl_TessLevelOuter[2] = 1;
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gl_TessLevelOuter[3] = 1;
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}
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outPos[gl_InvocationID] = inPos[gl_InvocationID];
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}
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