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orx/openrndr-demos/src/demo/resources/shaders/gs-01.geom

26 lines
437 B
GLSL

#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();
}