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#version 420
#define NUM_LIGHTS 2
layout (triangles, invocations = NUM_LIGHTS) in;
layout (triangle_strip, max_vertices = 3) out;
struct Light {
vec4 position;
vec4 color;
mat4 mvp;
};
layout (set = 0, binding = 0) uniform UBO {
mat4 projection;
mat4 model;
mat4 view;
};
layout (set = 0, binding = 1) uniform UBOLights {
Light lights[NUM_LIGHTS];
};
//layout (location = 0) in int inInstanceIndex[];
void main()
{
for (int i = 0; i < gl_in.length(); i++)
{
gl_Layer = gl_InvocationID;
gl_Position = lights[gl_InvocationID].mvp * model * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
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