6 #pragma MSP stage(vertex)
7 layout(location=0) in vec4 vertex;
13 #pragma MSP stage(geometry)
15 layout(triangle_strip, max_vertices=18) out;
18 for(int i=0; i<6; ++i)
21 for(int j=0; j<3; ++j)
23 gl_Position = gl_in[j].gl_Position;
24 out vec3 texcoord = faces[i]*vec3(gl_in[j].gl_Position.xy, 1.0);