pleascach/assets/shaders/basic.geom

34 lines
659 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 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();
}