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(triangles, invocations = 4) in;
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layout(triangle_strip, max_vertices = 3) out;
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2017-06-21 07:39:08 +00:00
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layout(location = 0) in VertexData {
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2016-03-02 17:09:16 +00:00
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vec3 normal;
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} vin[];
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2017-06-21 07:39:08 +00:00
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layout(location = 0) out vec3 vNormal;
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2016-03-02 17:09:16 +00:00
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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 + float(gl_InvocationID);
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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vNormal = vin[1].normal + 4.0 * float(gl_InvocationID);
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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vNormal = vin[2].normal + 2.0 * float(gl_InvocationID);
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EmitVertex();
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EndPrimitive();
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}
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