#version 330 core flat in ivec3 apos[]; flat in ivec3 bpos[]; flat in ivec3 cpos[]; flat in float reps[]; layout(points) in; layout(triangle_strip, max_vertices = 255) out; const mat2 rot = mat2(1); include(`networkCommon.glsl') void main() { doSeg(0, apos[0], bpos[0], 0.f, reps[0], rot, rot); }