23 lines
499 B
GLSL

#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();
}
}