#version 420 core layout (triangles) in; layout (triangle_strip, max_vertices=18) out; uniform mat4 shadowMatrices[6]; out vec4 FragPos; // FragPos from GS (output per emitvertex) void main() { for(int face = 0; face < 6; ++face) { gl_Layer = face; // built-in variable that specifies to which face we render. for(int i = 0; i < 3; ++i) // for each triangle vertex { FragPos = gl_in[i].gl_Position; gl_Position = shadowMatrices[face] * FragPos; EmitVertex(); } EndPrimitive(); } }