3 layout(triangle_strip, max_vertices = 3) out;
5 in gl_PerVertex { vec4 gl_Position; } gl_in[];
6 out gl_PerVertex { vec4 gl_Position; };
7 layout(location = 0) in vec4 in_color[];
8 layout(location = 0) out vec4 out_color;
11 for (int i=0; i<gl_in.length(); ++i) {
12 gl_Position = gl_in[i].gl_Position;
13 gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
14 out_color = in_color[i];