#version 330 core | |
precision highp float; | |
layout(triangles) in; | |
layout(triangle_strip, max_vertices = 4) out; | |
in block | |
{ | |
vec2 Color; | |
vec2 Texcoord; | |
flat ivec3 in_a; | |
} In[]; | |
out block | |
{ | |
vec4 Color; | |
vec4 a; | |
vec2 b[3]; | |
} Out; | |
void main() | |
{ | |
for(int i = 0; i < gl_in.length(); ++i) | |
{ | |
gl_Position = gl_in[i].gl_Position; | |
Out.Color = vec4(In[i].Color, 0, 1); | |
EmitVertex(); | |
} | |
EndPrimitive(); | |
} |