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#version 430
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
// OK: different instance names is allowed
layout (std140, binding = 0) uniform MatrixBlock
{
mat4 uProj;
mat4 uWorld;
} uM;
// Verify that in/out blocks with same block name work
in Vertex
{
vec4 v1;
vec4 v2;
} iV[3];
out Vertex
{
vec4 val1;
} oV;
// OK: different instance names is allowed
layout (std140, binding = 1) uniform ColorBlock
{
vec4 color1;
bool b;
vec4 color2;
vec4 color3;
} uC;
// OK: different instance names is allowed
layout (std430, binding = 1) buffer BufferBlock
{
mat4 p;
} uBuf;
vec4 getWorld(int i);
vec4 getColor2();
out vec4 oColor;
float globalF;
void
main()
{
oColor = uC.color1 * getColor2();
globalF = 1.0;
for (int i = 0; i < 3; i++)
{
gl_Position = uM.uProj * getWorld(i);
oV.val1 = uC.color1 + iV[i].v2 * globalF;
EmitVertex();
}
EndPrimitive();
}
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