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Sep 16th, 2019
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  1. #version 150 core
  2.  
  3. layout (triangles) in;
  4. layout (triangle_strip, max_vertices = 600) out;
  5.  
  6. in vec2 geomTexCoord[];
  7. out vec2 fragTexCoord;
  8.  
  9. void main() {
  10. for(float x = 0; x < 10; x+=1) {
  11. for(float y = 0; y < 10; y+=1) {
  12. gl_Position = vec4(-1 + x/5 , -1 + y/5 , 0, 1);
  13. fragTexCoord = vec2(x/10, (y+1)/10 );
  14. EmitVertex();
  15.  
  16. gl_Position = vec4(-1 + (x+1)/5 , -1 + y/5 , 0, 1);
  17. fragTexCoord = vec2((x+1)/10, (y+1)/10);
  18. EmitVertex();
  19.  
  20. gl_Position = vec4(-1 + x/5 , -1 + (y+1)/5 , 0, 1);
  21. fragTexCoord = vec2(x/10, y/10);
  22. EmitVertex();
  23. EndPrimitive();
  24.  
  25.  
  26.  
  27. gl_Position = vec4(-1 + (x+1)/5 , -1 + y/5 , 0, 1);
  28. fragTexCoord = vec2((x+1)/10, (y+1)/10);
  29. EmitVertex();
  30.  
  31. gl_Position = vec4(-1 + (x+1)/5 , -1 + (y+1)/5 , 0, 1);
  32. fragTexCoord = vec2((x+1)/10, y/10 );
  33. EmitVertex();
  34.  
  35. gl_Position = vec4(-1 + x/5 , -1 + (y+1)/5 , 0, 1);
  36. fragTexCoord = vec2(x/10, y/10);
  37. EmitVertex();
  38. EndPrimitive();
  39. }
  40. }
  41. }
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