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#version 430
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
// OK: different instance names is allowed
layout (std140, binding = 1) uniform ColorBlock
{
vec4 color1;
bool b;
vec4 color2;
vec4 color3;
} uColor;
// OK: different instance names is allowed
layout (std430, binding = 1) buffer BufferBlock
{
mat4 p;
} uBuffer;
// OK: different instance names is allowed
layout (std140, binding = 0) uniform MatrixBlock
{
mat4 uProj;
mat4 uWorld;
} uMatrix;
// OK, it's allowed for input/output interfaces to
// be anonymous is one unit and not in another
out Vertex
{
vec4 val1;
};
in Vertex
{
vec4 v1;
vec4 v2;
} iVV[];
in vec4 P[3];
vec4 getColor2()
{
return uColor.color2;
}
vec4 getWorld(int i)
{
val1 = vec4(1);
return uMatrix.uWorld * iVV[i].v1;
}