layout(points) in; layout(line_strip, max_vertices = 2) out; flat in vec4 v1[1]; flat in vec4 v2[1]; void main() { for (int v = 0; v < 2; v++) { gl_Position = (v == 0) ? v1[0] : v2[0]; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); #endif EmitVertex(); } EndPrimitive(); }