generated from Persson-dev/OpenGLComputeShader
optimize dispatch calls
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@@ -1,14 +1,10 @@
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#version 460 core
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layout(location = 0) in vec2 a_Position;
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layout(std430, binding = 3) buffer layoutName
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{
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vec2 data_SSBO[];
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};
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out vec2 v_TexCoord;
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void main()
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{
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gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
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