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1/*#pragma settings GeometryShaderSupport*/
2
3uniform float4 sk_RTAdjust;
4layout(points) in;
5layout(invocations = 2) in;
6layout(line_strip, max_vertices = 2) out;
7
8void main() {
9    sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);
10    EmitVertex();
11    sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);
12    EmitVertex();
13    EndPrimitive();
14}
15