#version 330 core layout(triangles) in; layout(triangle_strip, max_vertices = 18) out; uniform mat4 view[6]; uniform mat4 proj; // debug parameter flat out int fcolor_idx; void main(void){ for (int layerId = 0; layerId < 6; ++layerId){ for (int i = 0; i < gl_in.length(); ++i){ gl_Layer = layerId; fcolor_idx = layerId; gl_Position = proj * view[layerId] * gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); } }