1/*#pragma settings GeometryShaderExtensionString*/
2
3layout(points, invocations = 2) in;
4layout(invocations = 3) 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 EndPrimitive();
11}
12