SPIRV-Cross/shaders/geom/basic.geom

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#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 {
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vec3 normal;
} vin[];
layout(location = 0) out vec3 vNormal;
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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();
}