// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #version 440 layout(location = 0) in vec3 attr_pos; layout(location = 1) in vec3 attr_color; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 viewProjection[QSHADER_VIEW_COUNT]; #else mat4 viewProjection; #endif } ubuf; layout(location = 0) out vec3 var_color; out gl_PerVertex { vec4 gl_Position; float gl_PointSize;}; void main() { var_color = attr_color; #if QSHADER_VIEW_COUNT >= 2 gl_Position = ubuf.viewProjection[gl_ViewIndex] * vec4(attr_pos, 1.0); #else gl_Position = ubuf.viewProjection * vec4(attr_pos, 1.0); #endif gl_PointSize = 4.0; }