SPIRV-Cross/reference/opt/shaders/desktop-only/geom/basic.desktop.sso.geom
2018-03-12 15:11:55 +01:00

37 lines
687 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;
float _37 = float(gl_InvocationID);
vNormal = vin[0].normal + vec3(_37);
EmitVertex();
gl_Position = gl_in[1].gl_Position;
vNormal = vin[1].normal + vec3(4.0 * _37);
EmitVertex();
gl_Position = gl_in[2].gl_Position;
vNormal = vin[2].normal + vec3(2.0 * _37);
EmitVertex();
EndPrimitive();
}