2016-03-02 17:09:16 +00:00
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#version 310 es
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#extension GL_EXT_geometry_shader : require
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layout(invocations = 4, triangles) in;
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layout(max_vertices = 3, triangle_strip) out;
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out vec3 vNormal;
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in VertexData
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{
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vec3 normal;
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} vin[3];
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void main()
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{
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gl_Position = gl_in[0].gl_Position;
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vNormal = (vin[0].normal + vec3(float(gl_InvocationID)));
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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2016-03-12 13:17:19 +00:00
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vNormal = (vin[1].normal + vec3((4.0 * float(gl_InvocationID))));
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2016-03-02 17:09:16 +00:00
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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2016-03-12 13:17:19 +00:00
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vNormal = (vin[2].normal + vec3((2.0 * float(gl_InvocationID))));
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2016-03-02 17:09:16 +00:00
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EmitVertex();
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EndPrimitive();
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}
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