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multiview.geom
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#version 450
#extension GL_ARB_viewport_array : enable
layout (triangles, invocations = 2) in;
layout (triangle_strip, max_vertices = 3) out;
layout (binding = 0) uniform UBO
{
mat4 projection[2];
mat4 modelview[2];
vec4 lightPos;
} ubo;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec3 inColor[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main(void)
{
for(int i = 0; i < gl_in.length(); i++)
{
outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
outColor = inColor[i];
vec4 pos = gl_in[i].gl_Position;
vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos);
outLightVec = lPos - worldPos.xyz;
outViewVec = -worldPos.xyz;
gl_Position = ubo.projection[gl_InvocationID] * worldPos;
// Set the viewport index that the vertex will be emitted to
gl_ViewportIndex = gl_InvocationID;
gl_PrimitiveID = gl_PrimitiveIDIn;
EmitVertex();
}
EndPrimitive();
}