#version 430 core layout (triangles) in; layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 gPos; out vec2 gBoundingBox; void main() { vec4 pas = gl_in[0].gl_Position; vec4 pbs = gl_in[1].gl_Position; vec4 pcs = gl_in[2].gl_Position; vec4 pa = theMat * pas; vec4 pb = theMat * pbs; vec4 pc = theMat * pcs; gBoundingBox = vec2 (-1,1); gl_Position = pb; gPos = pbs; EmitVertex(); gBoundingBox = vec2 (1,1); gl_Position = pa; gPos = pas; EmitVertex(); gBoundingBox = vec2 (-1,-1); gl_Position = pc; gPos = pcs; EmitVertex(); gBoundingBox = vec2 (1,-1); gl_Position = pa + pc - pb; gPos = pas + pcs - pbs; EmitVertex(); EndPrimitive(); }