#version 310 es #extension GL_EXT_geometry_shader : require layout(points) in; layout(points, max_vertices = 3) out; in VertexData { vec3 normal; } vin[]; out vec3 vNormal; void main() { gl_Position = gl_in[0].gl_Position; vNormal = vin[0].normal; EmitVertex(); gl_Position = gl_in[0].gl_Position; vNormal = vin[0].normal; EmitVertex(); gl_Position = gl_in[0].gl_Position; vNormal = vin[0].normal; EmitVertex(); EndPrimitive(); }