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Pass VS_OUTPUT structs between shaders.
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@ -73,12 +73,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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GenerateVSOutputStructForGS(code, ApiType);
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out.Write(code.GetBuffer());
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out.Write("in VS_OUTPUT vertices[];\n");
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out.Write("out VS_OUTPUT frag;\n");
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out.Write("centroid in VS_OUTPUT v[];\n");
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out.Write("centroid out VS_OUTPUT o;\n");
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out.Write("void main()\n{\n");
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\tfrag = vertices[i];\n");
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out.Write("\t\to = v[i];\n");
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out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n");
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out.Write("\t\tgl_Layer = gl_InvocationID;\n");
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out.Write("\t\tEmitVertex();\n");
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