1#version 400 2uniform vec4 sk_RTAdjust; 3layout (points) in ; 4layout (invocations = 2) in ; 5layout (line_strip, max_vertices = 2) out ; 6void main() { 7 gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID)); 8 { 9 gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); 10 EmitVertex(); 11 } 12 gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID)); 13 { 14 gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); 15 EmitVertex(); 16 } 17 EndPrimitive(); 18} 19