#version 460 core layout(points) in; layout(triangle_strip, max_vertices = 10) out; flat in ivec3 pos[][2]; flat in mat2 rot[]; flat in float reps[]; flat in float dist[]; include(`networkCommon.glsl') void main() { doSeg(dist[0], pos[0][0], pos[0][1], 0.f, reps[0], rot[0], rot[0]); }