#version 460 core flat in ivec3 pos[]; flat in mat2 rot[]; flat in float tpos[]; layout(lines) in; layout(triangle_strip, max_vertices = 10) out; include(`networkCommon.glsl') void main() { doSeg(segDist(pos[0], pos[1]), pos[0], pos[1], tpos[0], tpos[1], rot[0], rot[1]); }