12 vertex_to_gs = vertex;
19 layout(triangle_strip, max_vertices = 3) out;
25 in vec4 vertex_to_gs[3];
30 for (int i = 0; i < 3; i++) {
31 gl_Position = vertex_to_gs[i];
32 v = vec4(m[0] + m[1] + m[2] + m[3], 1.0);
55 uniform mat4x3 m 0.25 0.5 0.75 1.0 2.0 3.0 0.0 0.0 0.0 -1.0 -2.0 -3.0
56 draw arrays GL_TRIANGLE_FAN 0 4
57 probe all rgba 0.25 0.5 0.75 1.0