1/*#pragma settings GeometryShaderSupport*/ 2 3layout(points) in; 4layout(invocations = 2) in; 5layout(line_strip, max_vertices = 2) out; 6 7void main() { 8 sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID); 9 EmitVertex(); 10 sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID); 11 EmitVertex(); 12 EndPrimitive(); 13} 14