#version 430 core layout (triangles) in; layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; in vec4 vCol[]; out vec4 gColC; // center color out vec4 gColE; // edge color out vec2 gBoundingBox; out vec3 gPos; void main() { vec4 pat = gl_in[0].gl_Position; vec4 pbt = gl_in[1].gl_Position; vec4 pct = gl_in[2].gl_Position; vec4 pa = theMat * pat; vec4 pb = theMat * pbt; vec4 pc = theMat * pct; gColC = vCol[0]; gColE = vCol[1]; gBoundingBox = vec2 (-1,1); gl_Position = pb; gPos = pbt.xyz; EmitVertex(); gBoundingBox = vec2 (1,1); gl_Position = pa; gPos = pat.xyz; EmitVertex(); gBoundingBox = vec2 (-1,-1); gl_Position = pc; gPos = pct.xyz; EmitVertex(); gBoundingBox = vec2 (1,-1); gl_Position = pa + pc - pb; gPos = pat.xyz + pct.xyz - pbt.xyz; EmitVertex(); EndPrimitive(); }