15 lines
389 B
Plaintext
15 lines
389 B
Plaintext
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/*#pragma settings GeometryShaderSupport*/
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uniform float4 sk_RTAdjust;
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layout(points) in;
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layout(invocations = 2) in;
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layout(line_strip, max_vertices = 2) out;
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void main() {
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sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);
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EmitVertex();
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sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);
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EmitVertex();
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EndPrimitive();
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}
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