init
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#version 450
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/* Copyright (c) 2023, 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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////////////////////////////////////////
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layout(set = 0, binding = 0) uniform SceneConstants
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{
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mat4 projection;
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mat4 view;
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float background_grayscale;
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uint sortFragments;
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uint fragmentMaxCount;
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uint sortedFragmentCount;
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} sceneConstants;
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const uint kInstanceCount = 64;
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struct Instance
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{
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mat4 model;
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vec4 color;
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};
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layout (binding = 1) uniform InstanceData
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{
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Instance instance[kInstanceCount];
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} instanceData;
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////////////////////////////////////////
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layout (location = 0) out vec4 outColor;
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////////////////////////////////////////
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void main()
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{
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const Instance instance = instanceData.instance[gl_InstanceIndex];
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gl_Position = sceneConstants.projection * sceneConstants.view * instance.model * vec4(inPos, 1.0f);
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outColor = instance.color;
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}
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