1#version 400 2int sk_InvocationID; 3layout (points) in ; 4layout (line_strip, max_vertices = 4) out ; 5void main() { 6 for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) { 7 gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID)); 8 EmitVertex(); 9 gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID)); 10 EmitVertex(); 11 false; 12 EndPrimitive(); 13 } 14} 15