#version 450 layout(quads) in; in gl_PerVertex { float gl_ClipDistance[2]; float gl_CullDistance[3]; vec4 gl_Position; } gl_in[]; void main() { gl_Position.x = gl_in[0].gl_ClipDistance[0]; gl_Position.y = gl_in[1].gl_CullDistance[0]; gl_Position.z = gl_in[0].gl_ClipDistance[1]; gl_Position.w = gl_in[1].gl_CullDistance[1]; gl_Position += gl_in[0].gl_Position; gl_Position += gl_in[1].gl_Position; }