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@@ -177,10 +177,10 @@ Technique
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uint sphereStartIdx = numSides * numSlices;
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// Cone vertices
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- if (gl_VertexID < sphereStartIdx)
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+ if (gl_VertexIndex < sphereStartIdx)
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{
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- uint sliceIdx = gl_VertexID / numSides;
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- uint sideIdx = gl_VertexID % numSides;
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+ uint sliceIdx = gl_VertexIndex / numSides;
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+ uint sideIdx = gl_VertexIndex % numSides;
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float curAngle = float(sideIdx) * 2 * PI / float(numSides);
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float sliceOffset = height * sliceIdx / float(numSlices - 1);
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@@ -192,7 +192,7 @@ Technique
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}
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else // Sphere cap vertices
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{
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- uint sphereVertexIdx = gl_VertexID - sphereStartIdx;
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+ uint sphereVertexIdx = gl_VertexIndex - sphereStartIdx;
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uint sliceIdx = sphereVertexIdx / numSides;
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uint sideIdx = sphereVertexIdx % numSides;
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