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fullscreenquad.geo.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
layout(triangles) in;
#extension GL_NV_geometry_shader_passthrough : enable
#if GL_NV_geometry_shader_passthrough
layout(passthrough) in gl_PerVertex {
vec4 gl_Position;
} gl_in[];
layout(passthrough) in Inputs {
vec2 texCoord;
} IN[];
void main()
{
gl_Layer = gl_PrimitiveIDIn;
gl_PrimitiveID = gl_PrimitiveIDIn;
}
#else
layout(triangle_strip,max_vertices=3) out;
in Inputs {
vec2 texCoord;
} IN[];
out vec2 texCoord;
void main()
{
for (int i = 0; i < 3; i++){
texCoord = IN[i].texCoord;
gl_Layer = gl_PrimitiveIDIn;
gl_PrimitiveID = gl_PrimitiveIDIn;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
}
#endif