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#version 330 core
#extension GL_ARB_separate_shader_objects : enable
in gl_PerVertex
{
float gl_ClipDistance[1];
vec4 gl_Position;
} gl_in[];
out gl_PerVertex
{
vec4 gl_Position;
float gl_ClipDistance[1];
};
layout( triangles ) in;
layout( triangle_strip, max_vertices = 3 ) out;
void main()
{
vec4 v;
gl_Position = gl_in[1].gl_Position;
gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
EmitVertex();
EndPrimitive();
}