#version 120 #extension GL_EXT_geometry_shader4 : enable varying in vec4 ecPositionIn[]; varying in vec3 ecNormalIn[]; varying out vec4 ecPosition; varying out vec3 ecNormal; void main() { gl_Position = gl_PositionIn[0]; gl_TexCoord[0] = gl_TexCoordIn[0][0]; ecPosition = ecPositionIn[0]; ecNormal = ecNormalIn[0]; EmitVertex(); gl_Position = gl_PositionIn[1]; gl_TexCoord[0] = gl_TexCoordIn[1][0]; ecPosition = ecPositionIn[1]; ecNormal = ecNormalIn[1]; EmitVertex(); gl_Position = gl_PositionIn[2]; gl_TexCoord[0] = gl_TexCoordIn[2][0]; ecPosition = ecPositionIn[2]; ecNormal = ecNormalIn[2]; EmitVertex(); EndPrimitive(); }