1#version 310 es 2#extension GL_EXT_geometry_shader : require 3layout(triangles_adjacency) in; 4layout(max_vertices = 3, triangle_strip) out; 5 6layout(location = 0) out vec3 vNormal; 7layout(location = 0) in VertexData 8{ 9 vec3 normal; 10} vin[6]; 11 12 13void main() 14{ 15 gl_Position = gl_in[0].gl_Position; 16 vNormal = vin[0].normal; 17 EmitVertex(); 18 gl_Position = gl_in[1].gl_Position; 19 vNormal = vin[1].normal; 20 EmitVertex(); 21 gl_Position = gl_in[2].gl_Position; 22 vNormal = vin[2].normal; 23 EmitVertex(); 24 EndPrimitive(); 25} 26 27