2019-07-05 01:54:32 +00:00
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/* clang-format off */
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[vertex]
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/* clang-format on */
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#version 450
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layout(location = 0) in highp vec3 vertex;
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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2019-07-07 04:49:40 +00:00
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mat2x4 modelview;
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vec2 direction;
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vec2 pad;
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2019-07-05 01:54:32 +00:00
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} constants;
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layout(location = 0) out highp float depth;
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void main() {
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2019-07-07 04:49:40 +00:00
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));
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depth = dot(constants.direction,vtx.xy);
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2019-07-05 01:54:32 +00:00
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gl_Position = constants.projection * vtx;
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}
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/* clang-format off */
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[fragment]
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/* clang-format on */
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#version 450
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layout(location = 0) in highp float depth;
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layout(location = 0) out highp float distance_buf;
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void main() {
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distance_buf=depth;
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}
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