Update the rectangle list shader
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@@ -16,11 +16,8 @@ out gl_PerVertex {
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float gl_ClipDistance[];
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};
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struct VertexData {
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vec4 o[16];
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};
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layout(location = 0) in VertexData in_vtx[];
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layout(location = 0) out VertexData out_vtx;
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layout(location = 0) in vec4 in_interpolators[][16];
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layout(location = 0) out vec4 out_interpolators[16];
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 6) out;
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@@ -35,30 +32,30 @@ void main() {
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// 2 ----- [3]
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = (gl_in[1].gl_Position + gl_in[2].gl_Position) -
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gl_in[0].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + in_vtx[2].o[i];
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out_interpolators[i] = -in_interpolators[0][i] + in_interpolators[1][i] + in_interpolators[2][i];
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}
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EmitVertex();
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EndPrimitive();
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@@ -70,30 +67,30 @@ void main() {
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// [3] ----- 2
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) -
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gl_in[1].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_vtx.o[i] = in_vtx[0].o[i] + -in_vtx[1].o[i] + in_vtx[2].o[i];
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out_interpolators[i] = in_interpolators[0][i] + -in_interpolators[1][i] + in_interpolators[2][i];
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}
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EmitVertex();
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EndPrimitive();
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