/*#pragma settings GeometryShaderExtensionString*/ layout(points, invocations = 2) in; layout(invocations = 3) in; layout(line_strip, max_vertices = 2) out; void main() { sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID); EmitVertex(); EndPrimitive(); }