#version 310 es #extension GL_EXT_geometry_shader : require layout(invocations = 4, triangles) in; layout(max_vertices = 3, triangle_strip) out; layout(location = 0) out vec3 vNormal; layout(location = 0) in VertexData { vec3 normal; } vin[3]; void main() { gl_Position = gl_in[0].gl_Position; float _37 = float(gl_InvocationID); vNormal = vin[0].normal + vec3(_37); EmitVertex(); gl_Position = gl_in[1].gl_Position; vNormal = vin[1].normal + vec3(4.0 * _37); EmitVertex(); gl_Position = gl_in[2].gl_Position; vNormal = vin[2].normal + vec3(2.0 * _37); EmitVertex(); EndPrimitive(); }