How do I make a geometry shader pass its result to a surface shader?
Most of the shaders I've been working on are using one I found as a base that uses a vertex shader followed by a surface shader. Now I want to use the position in the triangle, and from what I can find I need a geometry shader for that. But the only example I can find has a geometry shader followed by a fragment shader. Is there any way to make a geometry shader go into a surface shader? Is there somewhere I can find the default shader so I can use whatever they do as a fragment shader but modified to pass what I need onto a surface shader? Is there any documentation on how shaders work?
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