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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
RESOURCE_ID_VARYING
/* Only used to compute barycentric coordinates. */
void main()
{
#ifdef DO_BARYCENTRIC_DISTANCES
dataAttrOut.barycentricDist = calc_barycentric_distances(
dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
#endif
PASS_RESOURCE_ID
#ifdef USE_ATTR
pass_attr(0);
#endif
PASS_SURFACE_INTERFACE(0);
gl_Position = gl_in[0].gl_Position;
gl_ClipDistance[0] = gl_in[0].gl_ClipDistance[0];
EmitVertex();
#ifdef USE_ATTR
pass_attr(1);
#endif
PASS_SURFACE_INTERFACE(1);
gl_Position = gl_in[1].gl_Position;
gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
EmitVertex();
#ifdef USE_ATTR
pass_attr(2);
#endif
PASS_SURFACE_INTERFACE(2);
gl_Position = gl_in[2].gl_Position;
gl_ClipDistance[0] = gl_in[2].gl_ClipDistance[0];
EmitVertex();
EndPrimitive();
}
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