I'm having some problems writing a simple pass-through geometry shader for points. I figured it should be something like this:
#version 330
precision highp float;
layout (points) in;
layout (points) out;
void main(void)
{
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
}
I have a bunch of points displayed on screen when I don't specify a geometry shader, but when I try to link this shader to my shader program, no points show up and no error is reported.
I'm using C# and OpenTK, but I don't think that is the problem.
Edit: People requested the other shaders, though I did test these shaders without using the geometry shader and they worked fine without the geometry shader.
Vertex shader:
void main()
{
gl_FrontColor = gl_Color;
gl_Position = ftransform();
}
Fragment shader:
void main()
{
gl_FragColor = gl_Color;
}