#version 330 

layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;

uniform float multi;

//varying in vec3 normal[gl_in];
//varying out vec3 oNormal;

in GS {
	vec3 eye;
	vec3 coord;
	vec3 light;
} i[];

out PS {
	vec3 eye;
	vec3 coord;
	vec3 light;
} o;

void main(void)
{
	for(int index = 0; index < gl_in.length(); index++)
	{	
		o.eye = i[index].eye;
		o.coord = i[index].coord;
		o.light = i[index].light;
		gl_Position = gl_in[index].gl_Position;
		gl_FrontColor = gl_in[index].gl_FrontColor;
		gl_BackColor = gl_in[index].gl_BackColor;
		gl_FrontSecondaryColor = gl_in[index].gl_FrontSecondaryColor;
		gl_BackSecondaryColor = gl_in[index].gl_BackSecondaryColor;
		//gl_TexCoord[] = gl_in[index].gl_TexCoord[];
		EmitVertex();
	}
	EndPrimitive();

	/*if(multi > 0.0)
	{
		for(int index = 0; index < gl_in.length(); index++)
		{	
			o.eye = i[index].eye;
			o.coord = i[index].coord;
			o.light = i[index].light;
			gl_Position = gl_in[index].gl_Position;
			gl_Position.x *= 3.1f;
			gl_Position.y += 0.1f;
			gl_FrontColor = gl_in[index].gl_FrontColor;
			gl_BackColor = gl_in[index].gl_BackColor;
			gl_FrontSecondaryColor = gl_in[index].gl_FrontSecondaryColor;
			gl_BackSecondaryColor = gl_in[index].gl_BackSecondaryColor;
			EmitVertex();
		}
		EndPrimitive();
	}*/
}