#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_id) { | |
return vec4(float(prim_id)); | |
} | |
void main() { | |
main_loc0_Output = main_inner(uint(gl_PrimitiveID)); | |
} |