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#!amber
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DEVICE_FEATURE geometryShader
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SHADER vertex vert GLSL
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#version 460
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layout (location=0) in vec4 inPos;
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void main()
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{
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gl_Position = inPos;
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}
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END
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SHADER fragment frag GLSL
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#version 460
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layout (location=0) out vec4 outColor;
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void main()
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{
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if (gl_Layer == 0)
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outColor = vec4(0.0,1.0,0.0,0.0);
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else
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outColor = vec4(1.0,0.0,0.0,0.0);
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}
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END
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BUFFER position DATA_TYPE vec4<float> DATA
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-1 -1 0 1
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1 -1 0 1
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-1 0 0 1
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-1 0 0 1
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1 -1 0 1
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1 0 0 1
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-1 0 0 1
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1 0 0 1
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-1 1 0 1
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-1 1 0 1
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1 0 0 1
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1 1 0 1
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END
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BUFFER framebuffer FORMAT R8G8B8A8_UNORM
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PIPELINE graphics graphics_pipeline
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ATTACH vert
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ATTACH frag
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VERTEX_DATA position LOCATION 0
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FRAMEBUFFER_SIZE 1 1
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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CLEAR_COLOR graphics_pipeline 255 255 255 255
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CLEAR graphics_pipeline
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RUN graphics_pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 12
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EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 0 255 0 0
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