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Jan 20th, 2020
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  1. layout( triangles ) in;
  2. layout( triangle_strip, max_vertices = 3 ) out;
  3.  
  4. in vec3 g_world_pos[];
  5. in vec3 g_tex_coord[];
  6. in vec2 g_lightmap_coord[];
  7. in float g_alpha_test_mask[];
  8.  
  9. out vec3 f_tex_coord;
  10. out vec3 f_normal;
  11. out vec2 f_lightmap_coord;
  12. out float f_alpha_test_mask;
  13.  
  14.  
  15. void main()
  16. {
  17.     gl_Position= gl_in[0].gl_Position;
  18.     f_normal= normalize( gl_in[0].gl_Position.xyz );
  19.     f_tex_coord= g_tex_coord[0];
  20.     f_lightmap_coord= g_lightmap_coord[0];
  21.     f_alpha_test_mask= g_alpha_test_mask[0];
  22.     EmitVertex();
  23.  
  24.     gl_Position= gl_in[1].gl_Position;
  25.     f_normal= normalize( gl_in[1].gl_Position.xyz );
  26.     f_tex_coord= g_tex_coord[1];
  27.     f_lightmap_coord= g_lightmap_coord[1];
  28.     f_alpha_test_mask= g_alpha_test_mask[1];
  29.     EmitVertex();
  30.  
  31.     gl_Position= gl_in[2].gl_Position;
  32.     f_normal= normalize( gl_in[2].gl_Position.xyz );
  33.     f_tex_coord= g_tex_coord[2];
  34.     f_lightmap_coord= g_lightmap_coord[2];
  35.     f_alpha_test_mask= g_alpha_test_mask[2];
  36.     EmitVertex();
  37.  
  38.     EndPrimitive();
  39. }
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