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layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(std140) uniform shadow_render_block
{
/* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
int viewCount;
int baseId;
float cubeTexelSize;
float storedTexelSize;
float nearClip;
float farClip;
float exponent;
};
in int layerID_g[];
flat out int layerID;
void main()
{
gl_Layer = layerID_g[0];
layerID = gl_Layer - baseId;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
gl_Position = gl_in[1].gl_Position;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
}
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