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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 = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(push_constant) uniform Push_Constants
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{
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mat4 model;
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vec4 color;
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}
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push_constants;
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layout(triangles, equal_spacing, cw) in;
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layout(location = 0) in vec3 inPos[];
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layout(location = 1) in vec3 inNormal[];
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vec2 interpolate3D(vec2 v0, vec2 v1, vec2 v2)
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{
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return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2;
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}
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vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2)
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{
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return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2;
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}
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vec4 interpolate3D(vec4 v0, vec4 v1, vec4 v2)
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{
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return vec4(gl_TessCoord.x) * v0 + vec4(gl_TessCoord.y) * v1 + vec4(gl_TessCoord.z) * v2;
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}
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void main()
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{
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vec4 pos = interpolate3D(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_in[2].gl_Position);
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gl_Position = ubo.projection * ubo.view * push_constants.model * pos;
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}
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