Binary that renders a triangle using Vulkan, scans the resulting image to a PNG, and makes an occlusion query to determine the number of fragments shaded. To be used in developing Turnip.
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occlusion.vert 277B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. layout(location = 0) out vec3 fragColor;
  4. vec2 positions[3] = vec2[](
  5. vec2(0.0, -0.5),
  6. vec2(0.5, 0.5),
  7. vec2(-0.5, 0.5)
  8. );
  9. void main() {
  10. gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
  11. }