#version 430 core layout (triangles) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vCol[]; out vec4 gColor; out vec2 gBoundingBox; uniform vec2 winSize; uniform float zoom; void main() { vec3 pa = gl_in[0].gl_Position.xyz; vec3 pb = gl_in[1].gl_Position.xyz; vec3 pc = gl_in[2].gl_Position.xyz; gColor = vCol[0]; gBoundingBox = vec2 (-1,1); gl_Position = vec4 (pb, 1); //gl_Position = vec4 (0.5,0,0, 1); EmitVertex(); gBoundingBox = vec2 (1,1); gl_Position = vec4 (pa, 1); EmitVertex(); gBoundingBox = vec2 (-1,-1); gl_Position = vec4 (pc, 1); // gl_Position = vec4 (0.5,0.5,0, 1); EmitVertex(); gBoundingBox = vec2 (1,-1); gl_Position = vec4 (pa + pc - pb, 1); EmitVertex(); EndPrimitive(); }