Setup multiple target basic shaders
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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in vec4 vCol[];
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out vec4 gColC; // center color
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out vec4 gColE; // edge color
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out vec2 gBoundingBox;
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out vec3 gPos;
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void main()
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{
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vec4 pat = gl_in[0].gl_Position;
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vec4 pbt = gl_in[1].gl_Position;
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vec4 pct = gl_in[2].gl_Position;
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vec4 pa = theMat * pat;
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vec4 pb = theMat * pbt;
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vec4 pc = theMat * pct;
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gColC = vCol[0];
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gColE = vCol[1];
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gBoundingBox = vec2 (-1,1);
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gl_Position = pb;
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gPos = pbt.xyz;
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = pa;
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gPos = pat.xyz;
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = pc;
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gPos = pct.xyz;
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = pa + pc - pb;
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gPos = pat.xyz + pct.xyz - pbt.xyz;
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EmitVertex();
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EndPrimitive();
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}
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