layout(triangles) in; layout(triangle_strip, max_vertices=3) out; #ifdef Use_Bindless_Texture flat in uvec2 hdle[3]; #endif in vec2 tc[3]; in int layerId[3]; out vec2 uv; #ifdef Use_Bindless_Texture out flat uvec2 handle; #endif void main(void) { gl_Layer = layerId[0]; #ifdef Use_Bindless_Texture handle = hdle[0]; #endif for(int i=0; i<3; i++) { uv = tc[i]; gl_Position = gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); }