#version 420 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define LIGHT_COUNT 3 layout (triangles, invocations = LIGHT_COUNT) in; layout (triangle_strip, max_vertices = 3) out; layout (binding = 0) uniform UBO { mat4 mvp[LIGHT_COUNT]; vec4 instancePos[3]; } ubo; layout (location = 0) in int inInstanceIndex[]; out gl_PerVertex { vec4 gl_Position; }; void main() { vec4 instancedPos = ubo.instancePos[inInstanceIndex[0]]; for (int i = 0; i < gl_in.length(); i++) { gl_Layer = gl_InvocationID; vec4 tmpPos = gl_in[i].gl_Position + instancedPos; gl_Position = ubo.mvp[gl_InvocationID] * tmpPos; EmitVertex(); } EndPrimitive(); }