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- 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();
- }
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