/* Make to be used with dynamic batching so no Model Matrix needed */ uniform mat4 ViewProjectionMatrix; layout(points) in; layout(line_strip, max_vertices = 2) out; void main() { vec3 vert = gl_in[0].gl_Position.xyz; gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0); EmitVertex(); gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0); EmitVertex(); EndPrimitive(); }