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