stk-code_catmod/data/shaders/instanced_shadow.geom

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layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
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#ifdef Use_Bindless_Texture
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flat in uvec2 hdle[3];
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#endif
in vec2 tc[3];
in int layerId[3];
out vec2 uv;
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#ifdef Use_Bindless_Texture
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out flat uvec2 handle;
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#endif
void main(void)
{
gl_Layer = layerId[0];
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#ifdef Use_Bindless_Texture
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handle = hdle[0];
#endif
for(int i=0; i<3; i++)
{
uv = tc[i];
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}