pleascach/assets/shaders/basic.geom

27 lines
531 B
GLSL

#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 mvp;
float time;
};
void main(void) {
for(int i = 0; i < gl_in.length(); i++) {
gl_Position = mvp * gl_in[i].gl_Position;
_norm = norm[i];
_texCoord = texCoord[i];
EmitVertex();
}
EndPrimitive();
}