27 lines
486 B
GLSL
27 lines
486 B
GLSL
#version 330 core
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#extension GL_ARB_separate_shader_objects : enable
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in gl_PerVertex
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{
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float gl_ClipDistance[1];
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vec4 gl_Position;
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} gl_in[];
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_ClipDistance[1];
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};
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layout( triangles ) in;
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layout( triangle_strip, max_vertices = 3 ) out;
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void main()
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{
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vec4 v;
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gl_Position = gl_in[1].gl_Position;
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gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
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EmitVertex();
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EndPrimitive();
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}
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