| #version 330 core | |
| precision highp float; | |
| layout(triangles) in; | |
| layout(triangle_strip, max_vertices = 4) out; | |
| in block | |
| { | |
| vec2 Color; | |
| vec2 Texcoord; | |
| flat ivec3 in_a; | |
| } In[]; | |
| out block | |
| { | |
| vec4 Color; | |
| vec4 a; | |
| vec2 b[3]; | |
| } Out; | |
| void main() | |
| { | |
| for(int i = 0; i < gl_in.length(); ++i) | |
| { | |
| gl_Position = gl_in[i].gl_Position; | |
| Out.Color = vec4(In[i].Color, 0, 1); | |
| EmitVertex(); | |
| } | |
| EndPrimitive(); | |
| } |