| #version 310 es |
| #extension GL_EXT_geometry_shader : require |
| |
| layout(triangles, invocations = 4) in; |
| layout(triangle_strip, max_vertices = 3) out; |
| |
| layout(location = 0) in VertexData { |
| vec3 normal; |
| } vin[]; |
| |
| layout(location = 0) out vec3 vNormal; |
| |
| void main() |
| { |
| gl_Position = gl_in[0].gl_Position; |
| vNormal = vin[0].normal + float(gl_InvocationID); |
| EmitVertex(); |
| |
| gl_Position = gl_in[1].gl_Position; |
| vNormal = vin[1].normal + 4.0 * float(gl_InvocationID); |
| EmitVertex(); |
| |
| gl_Position = gl_in[2].gl_Position; |
| vNormal = vin[2].normal + 2.0 * float(gl_InvocationID); |
| EmitVertex(); |
| |
| EndPrimitive(); |
| } |