#version 330 core layout (points) in; layout (triangle_strip, max_vertices=3) out; uniform float zoom; void main() { gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0) * zoom; EmitVertex(); gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0) * zoom; EmitVertex(); gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0) * zoom; EmitVertex(); EndPrimitive(); }