#version 450 layout(triangles) in; layout(max_vertices = 3, triangle_strip) out; void main() { vec4 _35_unrolled[3]; for (int i = 0; i < int(3); i++) { _35_unrolled[i] = gl_in[i].gl_Position; } vec4 param[3] = _35_unrolled; for (int _74 = 0; _74 < 3; ) { gl_Position = param[_74]; EmitVertex(); _74++; continue; } EndPrimitive(); }