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Geometry_Section
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