#version 150 compatibility
#extension GL_EXT_geometry_shader4 : enable

layout(points) in;
layout(line_strip, max_vertices = 2) out;

uniform float normal_length;

in vec3 normal_gs[];
in vec4 color_gs[];

out vec4 color;

void main()
{
	color = color_gs[0];
	gl_Position = gl_ModelViewProjectionMatrix * gl_PositionIn[0];
	EmitVertex();
	gl_Position = gl_ModelViewProjectionMatrix * (gl_PositionIn[0] + normal_length * vec4(normal_gs[0],0.0));
	EmitVertex();
}