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uniform mat4 ModelViewProjectionMatrix;
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
in vec4 pos_rect[];
in vec4 tex_rect[];
in vec4 color[];
flat out vec4 color_flat;
flat out vec4 texCoord_rect;
noperspective out vec2 texCoord_interp;
void main()
{
color_flat = color[0];
texCoord_rect = tex_rect[0];
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0));
texCoord_interp = vec2(0.0, 0.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0));
texCoord_interp = vec2(1.0, 0.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0));
texCoord_interp = vec2(0.0, 1.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0));
texCoord_interp = vec2(1.0, 1.0);
EmitVertex();
EndPrimitive();
}
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