#version 430 core layout (triangles) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vCol[]; out vec4 gColorC; out vec4 gColorE; out vec2 gBoundingBox; void main() { vec4 pa = gl_in[0].gl_Position; vec4 pb = gl_in[1].gl_Position; vec4 pc = gl_in[2].gl_Position; gColorC = vCol[0]; gColorE = vCol[1]; gBoundingBox = vec2 (-1,1); gl_Position = pb; EmitVertex(); gBoundingBox = vec2 (1,1); gl_Position = pa; EmitVertex(); gBoundingBox = vec2 (-1,-1); gl_Position = pc; EmitVertex(); gBoundingBox = vec2 (1,-1); gl_Position = pa + pc - pb; EmitVertex(); EndPrimitive(); }