#version 330 core #extension GL_ARB_separate_shader_objects : enable in gl_PerVertex { float gl_ClipDistance[1]; vec4 gl_Position; } gl_in[]; out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[1]; }; layout( triangles ) in; layout( triangle_strip, max_vertices = 3 ) out; void main() { vec4 v; gl_Position = gl_in[1].gl_Position; gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0]; EmitVertex(); EndPrimitive(); }