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#version 120
#extension GL_EXT_geometry_shader4 : enable
void main()
{
float length = 0.3;
vec4 disp[8];
disp[0] = vec4(length, length, length, 0.0);
disp[1] = vec4(length, length, -length, 0.0);
disp[2] = vec4(length, -length, length, 0.0);
disp[3] = vec4(length, -length, -length, 0.0);
disp[4] = vec4(-length, length, length, 0.0);
disp[5] = vec4(-length, length, -length, 0.0);
disp[6] = vec4(-length, -length, length, 0.0);
disp[7] = vec4(-length, -length, -length, 0.0);
int i=0;
for(i=0; i < gl_VerticesIn; ++i)
{
vec4 point=gl_PositionIn[i];
vec4 color = vec4 (1,1,1,1);
gl_FrontColor=vec4(1,0,0,1)*color;
gl_Position = gl_ModelViewProjectionMatrix*(point+disp[0]);
// disp[0] = vec4(length, length, length, 0.0);
EmitVertex();
gl_FrontColor=vec4(1,0,0,1)*color;
gl_Position = gl_ModelViewProjectionMatrix*(point+disp[2]);
// disp[2] = vec4(length, -length, length, 0.0);
EmitVertex();
gl_FrontColor=vec4(1,0,0,1)*color;
gl_Position = gl_ModelViewProjectionMatrix*(point+disp[6]);
// disp[6] = vec4(-length, -length, length, 0.0);
EmitVertex();
gl_FrontColor=vec4(1,0,0,1)*color;
gl_Position = gl_ModelViewProjectionMatrix*(point+disp[4]);
// disp[4] = vec4(-length, length, length, 0.0);
EmitVertex();
EndPrimitive();
}
}
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