1e5c31af7Sopenharmony_ci#version 450 core
2e5c31af7Sopenharmony_ci#extension GL_ARB_shader_draw_parameters : require
3e5c31af7Sopenharmony_ci
4e5c31af7Sopenharmony_cilayout(location = 0) in vec4 in_position;
5e5c31af7Sopenharmony_cilayout(location = 1) in vec4 in_color;
6e5c31af7Sopenharmony_cilayout(location = 2) in int  in_refVertexIndex;
7e5c31af7Sopenharmony_ci
8e5c31af7Sopenharmony_cilayout(location = 0) out vec4 out_color;
9e5c31af7Sopenharmony_ci
10e5c31af7Sopenharmony_ciout gl_PerVertex {
11e5c31af7Sopenharmony_ci    vec4 gl_Position;
12e5c31af7Sopenharmony_ci};
13e5c31af7Sopenharmony_ci
14e5c31af7Sopenharmony_civoid main() {
15e5c31af7Sopenharmony_ci    vec2 perVertex      = vec2(in_position.x, in_position.y);
16e5c31af7Sopenharmony_ci    vec2 perInstance[5] = vec2[5](vec2(0.0, 0.0), vec2(-0.3, 0.0), vec2(0.0, 0.3), vec2(0.5, 0.5), vec2(0.75, -0.8));
17e5c31af7Sopenharmony_ci    vec2 perDraw[4]     = vec2[4](vec2(0.0, 0.0), vec2(-0.3, -0.3), vec2(0.3, 0.3), vec2(1.0, 0.5));
18e5c31af7Sopenharmony_ci    vec4 colors[4]      = vec4[4](vec4(1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0));
19e5c31af7Sopenharmony_ci
20e5c31af7Sopenharmony_ci    gl_Position = vec4(perVertex + perInstance[gl_InstanceIndex - gl_BaseInstanceARB] + perDraw[gl_DrawIDARB], 0.0, 1.0);
21e5c31af7Sopenharmony_ci
22e5c31af7Sopenharmony_ci    if ((gl_VertexIndex - gl_BaseVertexARB) == in_refVertexIndex)
23e5c31af7Sopenharmony_ci        out_color = in_color * colors[gl_DrawIDARB];
24e5c31af7Sopenharmony_ci    else
25e5c31af7Sopenharmony_ci        out_color = vec4(1.0, 0.0, 0.0, 1.0);
26e5c31af7Sopenharmony_ci}
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