| #version 400 |
| uniform vec4 sk_RTAdjust; |
| layout (points) in ; |
| layout (invocations = 2) in ; |
| layout (line_strip, max_vertices = 2) out ; |
| void main() { |
| gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID)); |
| { |
| gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); |
| EmitVertex(); |
| } |
| gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID)); |
| { |
| gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); |
| EmitVertex(); |
| } |
| EndPrimitive(); |
| } |