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							- // vertex shader
 
- #version 150
 
- in  vec2 in_Position;
 
- in  vec3 in_Color;
 
- out vec3 ex_Color;
 
- void main(void) {
 
-     gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
 
-     ex_Color = in_Color;
 
- }
 
- // geometry shader
 
- #version 150
 
- layout(triangles) in;
 
- layout(triangle_strip, max_vertices = 3) out;
 
- void main() {
 
-   for(int i = 0; i < gl_in.length(); i++) {
 
-     gl_Position = gl_in[i].gl_Position;
 
-     EmitVertex();
 
-   }
 
-   EndPrimitive();
 
- }
 
- // fragment shader
 
- #version 150
 
- precision highp float;
 
- in  vec3 ex_Color;
 
- out vec4 gl_FragColor;
 
- void main(void) {
 
-     gl_FragColor = vec4(ex_Color, 1.0);
 
- }
 
 
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