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- #version 420
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- #define LIGHT_COUNT 3
-
- layout (triangles, invocations = LIGHT_COUNT) in;
- layout (triangle_strip, max_vertices = 3) out;
-
- layout (binding = 0) uniform UBO
- {
- mat4 mvp[LIGHT_COUNT];
- vec4 instancePos[3];
- } ubo;
-
- layout (location = 0) in int inInstanceIndex[];
-
- void main()
- {
- vec4 instancedPos = ubo.instancePos[inInstanceIndex[0]];
- for (int i = 0; i < gl_in.length(); i++)
- {
- gl_Layer = gl_InvocationID;
- vec4 tmpPos = gl_in[i].gl_Position + instancedPos;
- gl_Position = ubo.mvp[gl_InvocationID] * tmpPos;
- EmitVertex();
- }
- EndPrimitive();
- }
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