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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 (triangles) in;
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layout (line_strip, max_vertices = 2) out;
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layout (binding = 1) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 0) out vec3 outColor;
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void main(void)
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{
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float normalLength = 0.1f;
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//middle point of triangle
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vec3 pos = (gl_in[0].gl_Position.xyz + gl_in[1].gl_Position.xyz + gl_in[2].gl_Position.xyz)/3.0f;
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vec3 normal = inNormal[0].xyz;
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//line vertices
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos, 1.0f);
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outColor = vec3(1.0f, 0.0f, 0.0f);
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos + normal * normalLength, 1.0f);
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outColor = vec3(0.0f, 0.0f, 1.0f);
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EmitVertex();
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EndPrimitive();
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}
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