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- #version 150 core
- layout (triangles) in;
- layout (triangle_strip, max_vertices = 600) out;
- in vec2 geomTexCoord[];
- out vec2 fragTexCoord;
- void main() {
- for(float x = 0; x < 10; x+=1) {
- for(float y = 0; y < 10; y+=1) {
- gl_Position = vec4(-1 + x/5 , -1 + y/5 , 0, 1);
- fragTexCoord = vec2(x/10, (y+1)/10 );
- EmitVertex();
- gl_Position = vec4(-1 + (x+1)/5 , -1 + y/5 , 0, 1);
- fragTexCoord = vec2((x+1)/10, (y+1)/10);
- EmitVertex();
- gl_Position = vec4(-1 + x/5 , -1 + (y+1)/5 , 0, 1);
- fragTexCoord = vec2(x/10, y/10);
- EmitVertex();
- EndPrimitive();
- gl_Position = vec4(-1 + (x+1)/5 , -1 + y/5 , 0, 1);
- fragTexCoord = vec2((x+1)/10, (y+1)/10);
- EmitVertex();
- gl_Position = vec4(-1 + (x+1)/5 , -1 + (y+1)/5 , 0, 1);
- fragTexCoord = vec2((x+1)/10, y/10 );
- EmitVertex();
- gl_Position = vec4(-1 + x/5 , -1 + (y+1)/5 , 0, 1);
- fragTexCoord = vec2(x/10, y/10);
- EmitVertex();
- EndPrimitive();
- }
- }
- }
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