23 lines
468 B
GLSL
23 lines
468 B
GLSL
# version 420 core
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uniform mat4 u_viewProjection[6];
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layout(triangles, invocations = 1) in;
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layout(triangle_strip, max_vertices = 18) out;
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in vec3 gPosition[];
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out vec3 fPosition;
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void main() {
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for(int j = 0; j < 6; ++j) {
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gl_Layer = j;
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for(int i = 0; i < 3; ++i) {
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fPosition = gPosition[i];
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gl_Position = u_viewProjection[j] * 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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}
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