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#version 460 core
include(`materialDetail.glsl')
layout(triangles) in;
layout(triangle_strip, max_vertices = 24) out;
uniform mat4 viewProjection[8];
uniform mat4 view[8];
in vec3 FragPos[];
in vec2 TexCoords[];
flat in MaterialDetail Material[];
in vec3 Normal[];
in vec4 Colour[];
out vec2 gTexCoords;
out vec3 gNormal;
out vec4 gColour;
flat out MaterialDetail gMaterial;
void
main()
{
for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) {
for (int v = 0; v < FragPos.length(); ++v) {
gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1);
gNormal = (view[gl_Layer] * vec4(Normal[v], 1)).xyz;
gTexCoords = TexCoords[v];
gMaterial = Material[v];
gColour = Colour[v];
EmitVertex();
}
EndPrimitive();
}
}
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