#version 150 uniform mat4 WorldViewProj; uniform vec4 origColour; uniform vec4 cloneColour; out vec4 colour; layout(triangles) in; layout(line_strip, max_vertices = 6) out; void main() { // Pass-through! for (int i = 0; i < gl_in.length(); i++){ gl_Position = WorldViewProj * gl_in[i].gl_Position; colour = origColour; EmitVertex(); } EndPrimitive(); // New piece of geometry! We just swizzle the x and y terms. for (int i = 0; i < gl_in.length(); i++){ gl_Position = WorldViewProj * gl_in[i].gl_Position; gl_Position.xy = gl_Position.yx; colour = cloneColour; EmitVertex(); } EndPrimitive(); }