#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; uniform vec2 lightPos; uniform mat4 worldMat; void emitLine (vec2 pa) { gl_Position = vec4 (pa, 0, 1); EmitVertex(); gl_Position = vec4 (pa + (200 * (pa - lightPos)), 0 , 1); EmitVertex(); } void main() { vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1); vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1); vec2 frontL = frontL4.xy; vec2 frontR = frontR4.xy; emitLine (frontR); emitLine (frontL); EndPrimitive(); }