#version 450 | |
layout(quads) in; | |
in gl_PerVertex | |
{ | |
float gl_ClipDistance[2]; | |
float gl_CullDistance[3]; | |
vec4 gl_Position; | |
} gl_in[]; | |
void main() | |
{ | |
gl_Position.x = gl_in[0].gl_ClipDistance[0]; | |
gl_Position.y = gl_in[1].gl_CullDistance[0]; | |
gl_Position.z = gl_in[0].gl_ClipDistance[1]; | |
gl_Position.w = gl_in[1].gl_CullDistance[1]; | |
gl_Position += gl_in[0].gl_Position; | |
gl_Position += gl_in[1].gl_Position; | |
} |