24 lines
467 B
GLSL
24 lines
467 B
GLSL
# version 420 core
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uniform mat3 u_normalMatrix;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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layout(points, invocations = 1) in;
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layout(line_strip, max_vertices = 2) out;
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in vec3 gNormal[];
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void main() {
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gl_Position = u_projection * u_view * u_model * gl_in[0].gl_Position;
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EmitVertex();
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gl_Position = u_projection * u_view * u_model * (gl_in[0].gl_Position + vec4(gNormal[0], 0));
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EmitVertex();
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EndPrimitive();
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}
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