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#version 330 core
layout(triangles) in;
layout(line_strip, max_vertices=18) out;
in VS_OUT {
vec4 tangent;
vec4 bitangent;
vec4 normal;
} gs_in[];
out vec3 vcolor;
uniform mat4 proj;
void gen_normals(int index)
{
vcolor = vec3(1.0, 0.0, 0.0);
gl_Position = proj*(gl_in[index].gl_Position);
EmitVertex();
gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].tangent);
EmitVertex();
EndPrimitive();
vcolor = vec3(0.0, 0.0, 1.0);
gl_Position = proj*(gl_in[index].gl_Position);
EmitVertex();
gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].bitangent);
EmitVertex();
EndPrimitive();
vcolor = vec3(0.0, 1.0, 0.0);
gl_Position = proj*(gl_in[index].gl_Position);
EmitVertex();
gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].normal);
EmitVertex();
EndPrimitive();
}
void main(void)
{
gen_normals(0);
gen_normals(1);
gen_normals(2);
}
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