Graceful exit
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+8
-167
@@ -1,178 +1,19 @@
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout(row_major) uniform;
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layout(row_major) buffer;
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#line 5 0
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struct InstanceData_0
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{
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mat4x4 transformMatrix_0;
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};
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#line 22
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layout(std430, binding = 0) readonly buffer StructuredBuffer_InstanceData_t_0 {
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InstanceData_0 _data[];
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} pScene_instances_0;
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#line 5 1
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layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_float3_t_0 {
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vec3 _data[];
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} pVertexData_positions_0;
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#line 5
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layout(std430, binding = 1, set = 2) readonly buffer StructuredBuffer_float2_t_0 {
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vec2 _data[];
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} pVertexData_texCoords_0;
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#line 5
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layout(std430, binding = 2, set = 2) readonly buffer StructuredBuffer_float3_t_1 {
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vec3 _data[];
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} pVertexData_normals_0;
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#line 5
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layout(std430, binding = 3, set = 2) readonly buffer StructuredBuffer_float3_t_2 {
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vec3 _data[];
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} pVertexData_tangents_0;
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#line 5
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layout(std430, binding = 4, set = 2) readonly buffer StructuredBuffer_float3_t_3 {
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vec3 _data[];
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} pVertexData_biTangents_0;
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#line 5 2
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struct ViewParameter_0
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{
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mat4x4 viewMatrix_0;
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mat4x4 projectionMatrix_0;
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vec4 cameraPos_WS_0;
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vec2 screenDimensions_0;
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};
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#line 12
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layout(binding = 0, set = 1)
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layout(std140) uniform _S1
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{
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mat4x4 viewMatrix_0;
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mat4x4 projectionMatrix_0;
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vec4 cameraPos_WS_0;
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vec2 screenDimensions_0;
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}pViewParams_0;
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#line 4206 3
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layout(location = 0)
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out vec3 _S2;
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#line 4206
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layout(location = 1)
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out vec3 _S3;
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#line 4206
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layout(location = 2)
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out vec2 _S4;
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#line 4206
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layout(location = 3)
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out vec3 _S5;
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#line 4206
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layout(location = 4)
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out vec3 _S6;
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#line 4206
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layout(location = 5)
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out vec3 _S7;
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#line 4206
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layout(location = 6)
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out vec3 _S8;
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#line 1 4
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struct MaterialParameter_0
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{
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vec3 position_TS_0;
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vec3 worldPosition_0;
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vec2 texCoords_0;
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vec3 normal_0;
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vec3 tangent_0;
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vec3 biTangent_0;
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vec3 viewDir_TS_0;
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};
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struct VertexAttributes_0
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{
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MaterialParameter_0 parameter_0;
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vec4 clipPosition_0;
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};
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#line 9 1
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VertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S9, mat4x4 _S10)
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{
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vec4 worldPos_0 = (((vec4(pVertexData_positions_0._data[_S9], 1.0)) * (_S10)));
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vec4 clipPos_0 = ((((((worldPos_0) * (pViewParams_0.viewMatrix_0)))) * (pViewParams_0.projectionMatrix_0)));
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#line 10
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MaterialParameter_0 params_0;
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#line 15
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params_0.worldPosition_0 = worldPos_0.xyz;
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params_0.texCoords_0 = pVertexData_texCoords_0._data[_S9];
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params_0.normal_0 = pVertexData_normals_0._data[_S9];
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params_0.tangent_0 = pVertexData_tangents_0._data[_S9];
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params_0.biTangent_0 = pVertexData_biTangents_0._data[_S9];
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#line 9
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VertexAttributes_0 attributes_0;
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#line 20
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attributes_0.parameter_0 = params_0;
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attributes_0.clipPosition_0 = clipPos_0;
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return attributes_0;
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}
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#line 18 0
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#line 27 0
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layout(local_size_x = 3, local_size_y = 1, local_size_z = 1) in;
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layout(max_vertices = 12) out;
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layout(max_primitives = 4) out;
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layout(triangles) out;
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void main()
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{
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#line 18
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VertexAttributes_0 _S11 = StaticMeshVertexData_getAttributes_0(uint(gl_VertexIndex), pScene_instances_0._data[uint(gl_InstanceIndex)].transformMatrix_0);
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SetMeshOutputsEXT(12U, 4U);
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#line 18
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_S2 = _S11.parameter_0.position_TS_0;
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#line 18
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_S3 = _S11.parameter_0.worldPosition_0;
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#line 18
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_S4 = _S11.parameter_0.texCoords_0;
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#line 18
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_S5 = _S11.parameter_0.normal_0;
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#line 18
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_S6 = _S11.parameter_0.tangent_0;
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#line 18
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_S7 = _S11.parameter_0.biTangent_0;
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#line 18
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_S8 = _S11.parameter_0.viewDir_TS_0;
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#line 18
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gl_Position = _S11.clipPosition_0;
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#line 18
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#line 46
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return;
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}
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