#version 450 core layout (triangles) in; layout (triangle_strip) out; layout (max_vertices = 3) out; layout (location = 0) in vec3 norm[]; layout (location = 1) in vec2 texCoord[]; layout (location = 0) out vec3 _norm; layout (location = 1) out vec2 _texCoord; layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec3 cam_dir; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; void main(void) { for(int i = 0; i < gl_in.length(); i++) { gl_Position = proj * view * gl_in[i].gl_Position; _norm = norm[i]; _texCoord = texCoord[i]; EmitVertex(); } EndPrimitive(); }