#version 450 | |
layout(triangles) in; | |
layout(triangle_strip, max_vertices = 3) out; | |
in gl_PerVertex { vec4 gl_Position; } gl_in[]; | |
out gl_PerVertex { vec4 gl_Position; }; | |
layout(location = 0) in vec4 in_color[]; | |
layout(location = 0) out vec4 out_color; | |
void main() { | |
for (int i=0; i<gl_in.length(); ++i) { | |
gl_Position = gl_in[i].gl_Position; | |
gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0)); | |
out_color = in_color[i]; | |
EmitVertex(); | |
} | |
EndPrimitive(); | |
} |