#version 400 | |
int sk_InvocationID; | |
layout (points) in ; | |
layout (line_strip, max_vertices = 4) out ; | |
void main() { | |
for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) { | |
gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID)); | |
EmitVertex(); | |
gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID)); | |
EmitVertex(); | |
false; | |
EndPrimitive(); | |
} | |
} |