#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 { vec3 normal; } vin[]; layout(location = 0) out vec3 vNormal; 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(); }