layout(triangles) in; #ifdef POINT_LIGHT // inspired from // http://learnopengl.com/#!Advanced-Lighting/Shadows/Point-Shadows layout(triangle_strip, max_vertices = 18) out; uniform mat4 layerTransform[6]; out vec4 fragPos; // debug parameter flat out int fcolor_idx; void main(void){ for (int layerId = 0; layerId < 6; ++layerId) { gl_Layer = layerId; fcolor_idx = layerId; for (int i = 0; i < 3; ++i) { gl_Position = layerTransform[layerId] * gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); } } #elif defined CASCADED layout(triangle_strip, max_vertices = 9) out; uniform mat4 frontShadowMVP; uniform mat4 midShadowMVP; uniform mat4 backShadowMVP; // TODO #endif