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libs/qglview/shaders/dsl_pass_0.geom

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GLSL

#version 130
layout(triangles, invocations = 1) in;
in vec3 normal[];
out vec3 tangent[];
void main() {
for (int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}