const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0)); const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0)); void main() { geom_iface.fFace = vert_iface[0].face; gl_Layer = Layer + geom_iface.fFace; for (int v = 0; v < 3; v++) { gl_Position = vert_iface[v].vPos; geom_iface.worldPosition = x_axis[geom_iface.fFace] * vert_iface[v].vPos.x + y_axis[geom_iface.fFace] * vert_iface[v].vPos.y + maj_axes[geom_iface.fFace]; EmitVertex(); } EndPrimitive(); }