#version 120																				
#extension GL_EXT_geometry_shader4 : enable													

uniform vec4 origColor;																		
uniform vec4 cloneColor;																	

void main(void)																				
{																							

	//increment variable																	
	int i;																					

	/////////////////////////////////////////////////////////////							
	//This example has two parts															
	//	step a) draw the primitive pushed down the pipeline									
	//		 there are gl_Vertices # of vertices											
	//		 put the vertex value into gl_Position											
	//		 use EmitVertex => 'create' a new vertex										
	// 		use EndPrimitive to signal that you are done creating a primitive!				
	//	step b) create a new piece of geometry (I.E. WHY WE ARE USING A GEOMETRY SHADER!)	
	//		I just do the same loop, but swizzle the x and y values							
	//	result => the line we want to draw, and the same line, but along the other axis		

	//Pass-thru!																			
	for(i=0; i< gl_VerticesIn; i++){														
		gl_Position = gl_PositionIn[i];														
		gl_FrontColor = origColor;															
		EmitVertex();																		
	}																						
	EndPrimitive();																			
	//New piece of geometry!  We just swizzle the x and y terms								
	for(i=0; i< gl_VerticesIn; i++){														
		gl_Position = gl_PositionIn[i];														
		gl_Position.xy = gl_Position.yx;													
		gl_FrontColor = cloneColor;															
		EmitVertex();																		
	}																						
	EndPrimitive();																			

}
#version 120																				
#extension GL_EXT_geometry_shader4 : enable													

uniform vec4 origColor;																		
uniform vec4 cloneColor;																	

void main(void)																				
{																							

	//increment variable																	
	int i;																					

	/////////////////////////////////////////////////////////////							
	//This example has two parts															
	//	step a) draw the primitive pushed down the pipeline									
	//		 there are gl_Vertices # of vertices											
	//		 put the vertex value into gl_Position											
	//		 use EmitVertex => 'create' a new vertex										
	// 		use EndPrimitive to signal that you are done creating a primitive!				
	//	step b) create a new piece of geometry (I.E. WHY WE ARE USING A GEOMETRY SHADER!)	
	//		I just do the same loop, but swizzle the x and y values							
	//	result => the line we want to draw, and the same line, but along the other axis		

	//Pass-thru!																			
	for(i=0; i< gl_VerticesIn; i++){														
		gl_Position = gl_PositionIn[i];														
		gl_FrontColor = origColor;															
		EmitVertex();																		
	}																						
	EndPrimitive();																			
	//New piece of geometry!  We just swizzle the x and y terms								
	for(i=0; i< gl_VerticesIn; i++){														
		gl_Position = gl_PositionIn[i];														
		gl_Position.xy = gl_Position.yx;													
		gl_FrontColor = cloneColor;															
		EmitVertex();																		
	}																						
	EndPrimitive();																			

}