init
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec2 inUV;
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////////////////////////////////////////
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layout(set = 0, binding = 0) uniform SceneConstants
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{
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mat4 model_view_projection;
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float background_grayscale;
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float object_alpha;
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int front_layer_index;
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int back_layer_index;
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} sceneConstants;
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////////////////////////////////////////
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layout(set = 0, binding = 1) uniform sampler2D backgroundTex;
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////////////////////////////////////////
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(backgroundTex, inUV) * sceneConstants.background_grayscale;
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}
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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////////////////////////////////////////
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layout(set = 0, binding = 0) uniform SceneConstants
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{
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mat4 model_view_projection;
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float background_grayscale;
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float object_alpha;
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int front_layer_index;
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int back_layer_index;
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} sceneConstants;
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const int kLayersCount = 8;
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layout(set = 0, binding = 2) uniform sampler2D layerTex[kLayersCount];
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////////////////////////////////////////
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void main()
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{
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// Merge all layers using in-shader alpha blending.
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vec4 color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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const int front_layer_index = clamp(sceneConstants.front_layer_index, 0, kLayersCount - 1);
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const int back_layer_index = clamp(sceneConstants.back_layer_index, front_layer_index, kLayersCount - 1);
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for(int i = back_layer_index; i >= front_layer_index; --i)
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{
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const vec4 fragmentColor = texture(layerTex[i], inUV);
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color.rgb = mix(color.rgb, fragmentColor.rgb, fragmentColor.a);
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color.a *= 1.0f - fragmentColor.a;
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}
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// The final color is blended in the background using fixed-function alpha blending.
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color.a = 1.0f - color.a;
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outFragColor = color;
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}
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) out vec2 outUV;
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////////////////////////////////////////
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void main()
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{
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const vec4 fullscreen_triangle[] =
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{
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vec4(-1.0f, 3.0f, 0.0f, 2.0f),
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vec4(-1.0f, -1.0f, 0.0f, 0.0f),
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vec4( 3.0f, -1.0f, 2.0f, 0.0f),
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};
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const vec4 vertex = fullscreen_triangle[gl_VertexIndex % 3];
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gl_Position = vec4(vertex.xy, 0.0f, 1.0f);
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outUV = vertex.zw;
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}
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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////////////////////////////////////////
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layout(set = 0, binding = 1) uniform sampler2D depthTex;
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////////////////////////////////////////
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void main()
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{
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// 'depthTex' contains the depth information of the previous layer.
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// That information is used to discard any fragment that belongs to
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// a layer that has already be rendered (i.e. a layer further in front).
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const float layerDepth = texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r;
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if(gl_FragCoord.z >= layerDepth)
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{
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// NOTE
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// Remember that a reversed Z-buffer is used here.
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// Fragments closer to the camera have a higher z coordinate.
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discard;
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}
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outFragColor = inColor;
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}
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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////////////////////////////////////////
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layout(set = 0, binding = 0) uniform SceneConstants
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{
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mat4 model_view_projection;
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float background_grayscale;
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float object_alpha;
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int front_layer_index;
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int back_layer_index;
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} sceneConstants;
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////////////////////////////////////////
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void main()
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{
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gl_Position = sceneConstants.model_view_projection * vec4(inPos, 1.0f);
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outColor = vec4(inUV, 0.0f, sceneConstants.object_alpha);
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}
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#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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////////////////////////////////////////
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void main()
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{
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// The first gather pass is equivalent to rendering an opaque object.
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// That is, only the front-most fragments are rendered.
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outFragColor = inColor;
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}
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