#version 330
// THE FOOD CHAIN GOES LIKE THIS
// Vert
// Geom
// Frag
layout (location=0) in vec3 pos;
layout (location=6) in vec4 col;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
out vData
{
vec4 color;
vec4 pos;
}vertex;
void main()
{
vec4 _col=vec4(col.x/255,col.y/255,col.z/255,col.w/255);
mat4 MVP = P*V*M;
vertex.color=_col;
vertex.pos=vec4(pos,1.0);
gl_Position = MVP * vec4(pos,1);
}
#version 330
// THE FOOD CHAIN GOES LIKE THIS
// Vert
// Geom
// Frag
layout (triangles) in;
layout (triangle_strip, max_vertices=3) out;
uniform mat3 normMatrix;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
in vData
{
vec4 color;
vec4 pos;
}vertex[];
out vec3 normal;
out vec4 color;
out vec4 position;
void main()
{
vec3 calcNorm=normalize(normMatrix*cross(vertex[1].pos.xyz - vertex[0].pos.xyz, vertex[2].pos.xyz - vertex[0].pos.xyz))*0.5+0.5;
normal = calcNorm;
color = vertex[0].color;
position = M*vertex[0].pos;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
normal = calcNorm;
color = vertex[1].color;
position = M*vertex[1].pos;
gl_Position = gl_in[1].gl_Position;
EmitVertex();
normal = calcNorm;
color = vertex[2].color;
position = M*vertex[2].pos;
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
}
#version 330
// THE FOOD CHAIN GOES LIKE THIS
// Vert
// Geom
// Frag
in vec4 position;
in vec3 normal;
in vec4 color;
layout (location = 0) out vec3 Gdiffuse;
layout (location = 1) out vec3 Gnormal;
layout (location = 2) out vec3 Gposition;
layout (location = 3) out vec3 Gtexcoord;
void main(){
Gdiffuse = color.rgb;
Gnormal = normal;
Gposition = position.rgb;
Gtexcoord = vec3(0);
}

