1/*#pragma settings GeometryShaderSupport*/ 2 3uniform float4 sk_RTAdjust; 4layout(points) in; 5layout(invocations = 2) in; 6layout(line_strip, max_vertices = 2) out; 7 8void main() { 9 sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID); 10 EmitVertex(); 11 sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID); 12 EmitVertex(); 13 EndPrimitive(); 14} 15