| #version 400 | |
| int sk_InvocationID; | |
| layout (points) in ; | |
| layout (line_strip, max_vertices = 4) out ; | |
| void main() { | |
| for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) { | |
| gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID)); | |
| EmitVertex(); | |
| gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID)); | |
| EmitVertex(); | |
| false; | |
| EndPrimitive(); | |
| } | |
| } |