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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Impl/EGL/EGLForVulkan): use GL semantics for demo shader
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@@ -17,9 +17,10 @@ namespace MobileGL {
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// TODO: complete EGL impl for Vulkan
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// TODO: complete EGL impl for Vulkan
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const char* demoFS = R"(#version 460
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const char* demoFS = R"(#version 460
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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void main() {
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outColor = vec4(0.0, 1.0, 0.0, 1.0);
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outColor = vec4(fragColor, 1.0);
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}
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}
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)";
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)";
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const char* demoVS = R"(#version 460
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const char* demoVS = R"(#version 460
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@@ -27,8 +28,8 @@ namespace MobileGL {
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vec2 positions[3] = vec2[](vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5));
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vec2 positions[3] = vec2[](vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5));
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vec3 colors[3] = vec3[](vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
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vec3 colors[3] = vec3[](vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
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void main() {
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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fragColor = colors[gl_VertexIndex];
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fragColor = colors[gl_VertexID];
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}
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}
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)";
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)";
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void PrepareDemoRes() {
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void PrepareDemoRes() {
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