#version 150 layout(points) in; layout(triangle_strip, max_vertices=28) out; out float rad ; void vertex( vec3 pos ) { gl_Position = gl_in[0].gl_Position + vec4(pos,0.0) ; EmitVertex() ; } void main( ) { float r = 0.008 ; float th = 0.00 ; for( ; th < 6.3 ; th += 0.5 ) { rad = 3 ; vertex( vec3(r*sin(th),r*cos(th),0.0) ) ; rad = 0.0 ; vertex( vec3(0.0,0.0,0.0) ) ; } th = 0 ; rad = 3 ; vertex( vec3(r*sin(th),r*cos(th),0.0) ) ; // vertex( vector[0] ) ; EndPrimitive(); }