42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
#version 450
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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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layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outColor;
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vec3 triangleColors[6] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 1.0, 0.0),
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vec3(1.0, 0.0, 0.0)
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);
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void main()
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{
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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outColor = triangleColors[gl_VertexIndex % 6];
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}
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