layout (points) in; layout (line_strip) out; layout (max_vertices = 11) out; uniform mat4 g_WorldViewProjectionMatrix; const float PI = 3.1415926; void main(){ for (int i = 0; i <= 10; i++) { float ang = PI * 2.0 / 10.0 * i; vec4 offset = vec4(cos(ang) * 5, -sin(ang) * 5, 0.0, 0.0); gl_Position = g_WorldViewProjectionMatrix*vec4(gl_in[0].gl_Position.xyz + offset.xyz,1.0); EmitVertex(); } EndPrimitive(); }