| #version 310 es | |
| #extension GL_EXT_geometry_shader: require | |
| precision highp float; | |
| precision highp int; | |
| layout(location = 0) out vec4 main_loc0_Output; | |
| vec4 main_inner(uint prim_idx) { | |
| return vec4(float(prim_idx)); | |
| } | |
| void main() { | |
| main_loc0_Output = main_inner(uint(gl_PrimitiveID)); | |
| } |