#version 310 es #extension GL_EXT_geometry_shader : require layout(points) in; layout(max_vertices = 3, points) out; layout(location = 0) out vec3 vNormal; layout(location = 0) in VertexData { vec3 normal; } vin[1]; 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(); }