Hello.
Without a geometric shader, I see all vertices. For tests, I use point rendering.
vert:
#version 460
layout(location = 0) in vec3 position;
layout(set = 0, binding = 0) uniform CameraUBO {
mat4 projection;
mat4 view;
mat4 viewInverse;
} camera;
layout(push_constant) uniform Push {
mat4 modelMatrix;
} mesh;
void main() {
gl_Position = camera.projection * camera.view * mesh.modelMatrix * vec4(position, 1.0);
gl_PointSize = 10.0;
}
But if I use a geometric shader a few points are just ignored.
vert - same without gl_PointSize
geom:
#version 460
layout(points) in;
layout(points, max_vertices = 1) out;
void main() {
gl_PointSize = 10.0;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
}
I have never worked with geometric shaders before. I donβt understand what can prevent rendering all the points. What could be the reasons?