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#version 330 core
in gl_Vertex
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
} gl_in[];
in VS_OUT {
vec2 UvPosition;
vec3 FragmentPosition;
flat int Block;
flat int State;
vec4 ndcPos;
} gs_in[];
out GS_OUT {
vec2 UvPosition;
vec3 FragmentPosition;
flat int Block;
flat int State;
vec4 ndcPos;
} gs_out[];
void main() {
gs_out[0].UvPosition = gs_in[0].UvPosition;
gs_out[0].FragmentPosition = gs_in[0].FragmentPosition;
gs_out[0].Block = gs_in[0].Block;
gs_out[0].State = gs_in[0].State;
gs_out[0].ndcPos = gs_in[0].ndcPos;
}
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