SPIRV-Cross/shaders/desktop-only/geom/basic.desktop.sso.geom

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#version 450
layout(triangles, invocations = 4) 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 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();
}