#version 310es #extension GL_EXT_geometry_shader : require layout (points, invocations = 2) in ; layout (invocations = 3) in ; layout (line_strip, max_vertices = 2) out ; void main() { gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID)); EmitVertex(); EndPrimitive(); }