I'm having trouble writing a simple pass-through geometric shader for points. I decided it should be something like this:
#version 330
precision highp float;
layout (points) in;
layout (points) out;
void main(void)
{
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
}
I have a bunch of dots displayed on the screen when I do not specify a geometric shader, but when I try to associate this shader with my shader program, the dots are not displayed and error messages are not reported.
I use C # and OpenTK, but I don't think this is a problem.
Edit: People requested other shaders, although I tested these shaders without using a geometric shader, and they worked perfectly without a geometric shader.
Vertex shader:
void main()
{
gl_FrontColor = gl_Color;
gl_Position = ftransform();
}
Fragment Shader:
void main()
{
gl_FragColor = gl_Color;
}
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