#version 450 core layout (triangles) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vParams[]; uniform mat4 worldMat; vec2 lightPos = gl_in[0].gl_Position.xy; vec2 cornerA = gl_in[1].gl_Position.xy; vec2 cornerB = gl_in[2].gl_Position.xy; void main() { gl_Position = worldMat * vec4(cornerA, 1, 1 ); EmitVertex(); gl_Position = worldMat * (vec4(cornerA, 10, 1 ) + (20,20,0,0)); gl_Position = vec4(1,0, 10, 1 ); EmitVertex(); gl_Position = worldMat * vec4(cornerB, 0, 1 ); gl_Position = vec4(0,1, -10, 1 ); EmitVertex(); gl_Position = worldMat * (vec4(cornerB, 0, 1 ) + (20,20,0,0)); gl_Position = vec4(1,1, 10, 1 ); EmitVertex(); EndPrimitive(); }