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Geometry_Section

Aiekick edited this page Mar 19, 2019 · 1 revision

this section correspond to the geometry shader

it is written like that

@GEOMETRY, no params for this one

you have in the left pane, a checkbox for activate or not the geometry shader so you have also a specific uniform available for get in glsl is we use or note the geometry shader : uniform float(usegeometry) name;

in geometry shader you nedd ot wirte that after the section header :

layout(location = 0) in float vertexIdName[]; the name can be waht you want

here you will put the input primitive type layout(triangles) in; // input primitive(s) (must match the current render mode) (points / lines / triangles / lines_adjacency / triangles_adjacency)

and output primitve type. its not specific to NoodlesPlate its classic glsl layout(triangle_strip, max_vertices=3) out; // output primitive(s) (points / line_strip / triangle_strip)

for have many test case you can write some In-Code Config or Section Config, see in tree

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