#version 330 core /* */ layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in VS_OUT{ vec2 tCoords; }gs_in[]; out vec4 FragPos; out vec2 texCoords; uniform mat4 shadowMat[6]; uniform bool environment; void main(){ /* if(environment) for(int i = 0; i < 6; i++){ gl_Layer = i; for(int j = 0; j < 3; j++){ FragPos = gl_in[j].gl_Position; gl_Position = shadowMat[i] * FragPos; EmitVertex(); } EndPrimitive(); } */ gl_Position = gl_in[0].gl_Position; texCoords = gs_in[0].tCoords; EmitVertex(); gl_Position = gl_in[1].gl_Position; texCoords = gs_in[1].tCoords; EmitVertex(); gl_Position = gl_in[2].gl_Position; texCoords = gs_in[2].tCoords; EmitVertex(); EndPrimitive(); }