layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; uniform int Layer; in vec4 vPos[]; flat in int face[]; flat out int fFace; out vec3 worldPosition; out vec3 viewPosition; /* Required. otherwise generate linking error. */ out vec3 worldNormal; /* Required. otherwise generate linking error. */ out vec3 viewNormal; /* Required. otherwise generate linking error. */ const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0)); const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0)); void main() { fFace = face[0]; gl_Layer = Layer + fFace; for (int v = 0; v < 3; v++) { gl_Position = vPos[v]; worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; #ifdef USE_ATTR pass_attr(v); #endif EmitVertex(); } EndPrimitive(); }