18 lines
410 B
GLSL
18 lines
410 B
GLSL
#version 450 core
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layout (points) in;
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layout (triangle_strip,max_vertices=4) out;
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void main()
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{
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vec2 lt=gl_in[0].gl_Position.xy;
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vec2 rb=gl_in[0].gl_Position.zw;
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gl_Position=vec4(lt, vec2(0,1));EmitVertex();
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gl_Position=vec4(lt.x,rb.y, vec2(0,1));EmitVertex();
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gl_Position=vec4(rb.x,lt.y, vec2(0,1));EmitVertex();
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gl_Position=vec4(rb, vec2(0,1));EmitVertex();
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EndPrimitive();
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}
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