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- #version 330 core
- layout (triangles) in;
- layout (line_strip, max_vertices = 6) out;
- in vec3 v_normals[];
- uniform float u_size = 0.5;
- uniform mat4 u_projection; //projection matrix
- void emitNormal(int index)
- {
- gl_Position = u_projection * gl_in[index].gl_Position;
- EmitVertex();
- gl_Position = u_projection * (gl_in[index].gl_Position + vec4(v_normals[index],0) * u_size);
- EmitVertex();
- EndPrimitive();
- }
- void main()
- {
-
- emitNormal(0);
- emitNormal(1);
- emitNormal(2);
- }
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