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