#version 400 layout (points) in ; layout (invocations = 2) 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(); gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID)); EmitVertex(); EndPrimitive(); }