36 lines
704 B
GLSL
36 lines
704 B
GLSL
#version 450
|
|
layout(invocations = 4, triangles) in;
|
|
layout(max_vertices = 3, triangle_strip) out;
|
|
|
|
in gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
} gl_in[];
|
|
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
layout(location = 0) out vec3 vNormal;
|
|
layout(location = 0) 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();
|
|
}
|
|
|