#version 310 es #extension GL_EXT_geometry_shader : require layout(triangles_adjacency) in; layout(max_vertices = 3, triangle_strip) out; layout(location = 0) out vec3 vNormal; layout(location = 0) in VertexData { vec3 normal; } vin[6]; void main() { gl_Position = gl_in[0].gl_Position; vNormal = vin[0].normal; EmitVertex(); gl_Position = gl_in[1].gl_Position; vNormal = vin[1].normal; EmitVertex(); gl_Position = gl_in[2].gl_Position; vNormal = vin[2].normal; EmitVertex(); EndPrimitive(); }