32 lines
		
	
	
		
			485 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			485 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #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();
 | |
| }
 | 
