34 lines
566 B
GLSL
34 lines
566 B
GLSL
#version 450
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layout(triangles) in;
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layout(max_vertices = 4, triangle_strip) out;
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layout(binding = 0, std140) uniform VertexInput
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{
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vec4 a;
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} VertexInput_1;
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layout(binding = 0, std430) buffer VertexInput
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{
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vec4 b;
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} VertexInput_2;
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layout(location = 0) out VertexInput
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{
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vec4 vColor;
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} VertexInput_3;
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layout(location = 0) in VertexInput
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{
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vec4 vColor;
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} vin[3];
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void main()
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{
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vec4 VertexInput_4 = vec4(1.0);
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gl_Position = (VertexInput_4 + VertexInput_1.a) + VertexInput_2.b;
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VertexInput_3.vColor = vin[0].vColor;
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EmitVertex();
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}
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