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synced 2024-11-23 15:23:33 +00:00
Insert attribute glsl location qualifier for opengl ES 3.0
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@ -106,7 +106,7 @@ impl Version {
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/// Checks if the version supports explicit `layout(location=)` qualifiers.
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fn supports_explicit_locations(&self) -> bool {
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*self >= Version::Embedded(310) || *self >= Version::Desktop(410)
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*self >= Version::Embedded(300) || *self >= Version::Desktop(410)
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}
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}
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@ -825,7 +825,9 @@ impl<'a, W: Write> Writer<'a, W> {
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}
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// Write the storage class
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if self.options.version.supports_explicit_locations() {
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if !emit_interpolation_and_auxiliary
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&& self.options.version.supports_explicit_locations()
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{
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write!(self.out, "layout(location = {}) ", location)?;
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}
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@ -21,7 +21,7 @@ struct gen_gl_PerVertex_block_0 {
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vec2 a_pos = vec2(0, 0);
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layout(location = 1) in vec2 _p2vs_location1;
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layout(location = 0) in vec2 _p2vs_location0;
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smooth layout(location = 0) out vec2 _vs2fs_location0;
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smooth out vec2 _vs2fs_location0;
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void main1() {
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v_uv = a_uv;
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@ -9,7 +9,7 @@ struct VertexOutput {
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uniform highp sampler2D _group_0_binding_0;
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smooth layout(location = 0) in vec2 _vs2fs_location0;
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smooth in vec2 _vs2fs_location0;
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layout(location = 0) out vec4 _fs2p_location0;
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void main() {
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@ -9,7 +9,7 @@ struct VertexOutput {
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layout(location = 0) in vec2 _p2vs_location0;
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layout(location = 1) in vec2 _p2vs_location1;
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smooth layout(location = 0) out vec2 _vs2fs_location0;
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smooth out vec2 _vs2fs_location0;
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void main() {
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vec2 pos = _p2vs_location0;
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@ -16,8 +16,8 @@ readonly buffer Lights_block_1 {
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} _group_0_binding_1;
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uniform highp sampler2DArrayShadow _group_0_binding_2;
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smooth layout(location = 0) in vec3 _vs2fs_location0;
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smooth layout(location = 1) in vec4 _vs2fs_location1;
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smooth in vec3 _vs2fs_location0;
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smooth in vec4 _vs2fs_location1;
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layout(location = 0) out vec4 _fs2p_location0;
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float fetch_shadow(uint light_id, vec4 homogeneous_coords) {
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@ -9,7 +9,7 @@ struct VertexOutput {
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uniform highp samplerCube _group_0_binding_1;
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smooth layout(location = 0) in vec3 _vs2fs_location0;
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smooth in vec3 _vs2fs_location0;
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layout(location = 0) out vec4 _fs2p_location0;
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void main() {
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@ -11,7 +11,7 @@ uniform Data_block_0 {
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mat4x4 proj_inv;
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mat4x4 view;
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} _group_0_binding_0;
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smooth layout(location = 0) out vec3 _vs2fs_location0;
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smooth out vec3 _vs2fs_location0;
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void main() {
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uint vertex_index = uint(gl_VertexID);
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