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it unlocks many cool features!
- layout( triangles ) in;
- layout( triangle_strip, max_vertices = 3 ) out;
- in vec3 g_world_pos[];
- in vec3 g_tex_coord[];
- in vec2 g_lightmap_coord[];
- in float g_alpha_test_mask[];
- out vec3 f_tex_coord;
- out vec3 f_normal;
- out vec2 f_lightmap_coord;
- out float f_alpha_test_mask;
- void main()
- {
- gl_Position= gl_in[0].gl_Position;
- f_normal= normalize( gl_in[0].gl_Position.xyz );
- f_tex_coord= g_tex_coord[0];
- f_lightmap_coord= g_lightmap_coord[0];
- f_alpha_test_mask= g_alpha_test_mask[0];
- EmitVertex();
- gl_Position= gl_in[1].gl_Position;
- f_normal= normalize( gl_in[1].gl_Position.xyz );
- f_tex_coord= g_tex_coord[1];
- f_lightmap_coord= g_lightmap_coord[1];
- f_alpha_test_mask= g_alpha_test_mask[1];
- EmitVertex();
- gl_Position= gl_in[2].gl_Position;
- f_normal= normalize( gl_in[2].gl_Position.xyz );
- f_tex_coord= g_tex_coord[2];
- f_lightmap_coord= g_lightmap_coord[2];
- f_alpha_test_mask= g_alpha_test_mask[2];
- EmitVertex();
- EndPrimitive();
- }
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