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[require]
GL >= 2.0
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
in vec4 vertex;
out vec4 vertex_to_gs;
void main()
{
vertex_to_gs = vertex;
}
[geometry shader]
#extension GL_ARB_gpu_shader5 : require
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(invocations = 4) in;
in vec4 vertex_to_gs[3];
void main()
{
vec2 offset;
if (gl_InvocationID == 0)
offset.xy = vec2(-0.5, -0.5);
else if (gl_InvocationID == 1)
offset.xy = vec2( 0.5, -0.5);
else if (gl_InvocationID == 2)
offset.xy = vec2(-0.5, 0.5);
else if (gl_InvocationID == 3)
offset.xy = vec2( 0.5, 0.5);
for (int i = 0; i < 3; i++) {
gl_Position = vertex_to_gs[i];
gl_Position.xy += offset;
EmitVertex();
}
}
[fragment shader]
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[vertex data]
vertex/float/2
-0.5 -0.5
0.5 -0.5
-0.5 0.0
0.5 0.0
-0.5 0.5
0.5 0.5
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_TRIANGLE_STRIP 0 6
probe all rgba 0.0 1.0 0.0 1.0
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