Suppose my vertex shader has a value for each vertex:
in uint v_iFlag;
out uint v_oFlag;
void main{
...
v_oFlag = v_iFlag;
}
My geometry shader get the flag value from the vertex shader:
layout(triangles) in;
in uint v_oFlag[]
void main(){
...
}
It seems the v_Flag value in my geometry shader is wrong, but I do not know what the value it has. So, how to get the value of v_oFlag[0], v_oFlag[1], v_oFlag[2] in geometry shader?