#version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in InVertex { vec3 va_position; vec3 va_normal; vec4 v_addedProperty; } vertices[]; out vec3 va_position; out vec3 va_normal; out vec4 v_addedProperty; uniform vec3 offset; void main() { int i; for(i = 0;i < gl_in.length();i++) { gl_Position = gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); }