3 layout(triangles) in;
\r
13 layout(line_strip) out;
\r
14 layout(max_vertices = 127) out;
\r
15 layout(invocations = 4) in;
\r
17 uniform sampler2D s2D;
\r
24 float p = gl_in[1].gl_PointSize;
\r
26 gl_ViewportIndex = 7;
\r
28 EmitStreamVertex(1);
\r
29 EndStreamPrimitive(0);
\r
32 int id = gl_InvocationID;
\r
34 const ivec2 offsets[5] =
\r
42 vec4 v = textureGatherOffset(s2D, coord[0], offsets[i].xy);
\r