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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
out vec4 vPos;
RESOURCE_ID_VARYING
void main()
{
/* Generate Triangle : less memory fetches from a VBO */
int v_id = gl_VertexID % 3; /* Vertex Id */
int t_id = gl_VertexID / 3; /* Triangle Id */
/* Crappy diagram
* ex 1
* | \
* | \
* 1 | \
* | \
* | \
* 0 | \
* | \
* | \
* -1 0 --------------- 2
* -1 0 1 ex
*/
vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
vPos.y = float(v_id % 2) * 4.0 - 1.0;
vPos.z = float(t_id);
vPos.w = 1.0;
PASS_RESOURCE_ID
}
/* Stubs */
vec2 btdf_lut(float a, float b, float c)
{
return vec2(0.0);
}
vec2 brdf_lut(float a, float b)
{
return vec2(0.0);
}
vec3 F_brdf_multi_scatter(vec3 a, vec3 b, vec2 c)
{
return vec3(0.0);
}
vec3 F_brdf_single_scatter(vec3 a, vec3 b, vec2 c)
{
return vec3(0.0);
}
float F_eta(float a, float b)
{
return 0.0;
}
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