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#version 330 core
layout(points) in;
layout(line_strip, max_vertices = 2) out;
uniform mat4 MVP; // Model View Projection Matrix
uniform float length = 1.0;
uniform vec3 color = vec3(1.0, 1.0, 1.0);
in vec3 vertex_normal[];
out vec3 vertex_color;
void main()
{
vec3 normal = vertex_normal[0];
vertex_color = color;
vec4 v0 = gl_in[0].gl_Position;
gl_Position = mvp * v0;
EmitVertex();
vec4 v1 = v0 + vec4(normal * length, 0.0);
gl_Position = mvp * v1;
EmitVertex();
EndPrimitive();
}
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