• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1#version 400
2int sk_InvocationID;
3layout (points) in ;
4layout (line_strip, max_vertices = 2) out ;
5void main() {
6    for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {
7        gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));
8        EmitVertex();
9        gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));
10        EmitVertex();
11        false;
12        EndPrimitive();
13    }
14}
15