 
 					pIn.pos =  mul(vp, v[11]);
 					pIn.uv = tri[1].uv;
+					triStream.Append(pIn);
+
+          triStream.RestartStrip();
+					pIn.pos =  mul(vp, float4(h, 1.0));
+					pIn.uv = float2(0.0, 0.0);
+					triStream.Append(pIn);
+
+          pIn.pos =  mul(vp, float4(i, 1.0));
+					pIn.uv = float2(0.0, 1.0);
+					triStream.Append(pIn);
+
+          pIn.pos =  mul(vp, float4(j, 1.0));
+					pIn.uv = float2(1.0, 0.0);
 					triStream.Append(pIn);
 
 					/*float4x4 vp = mul(UNITY_MATRIX_MVP, _World2Object);

					pIn.pos =  mul(vp, v[3]);
					pIn.uv = tri[1].uv;
					triStream.Append(pIn);

					pIn.pos = mul(vp, v[4]);
					pIn.uv = tri[1].uv;

				void geom(triangle GS_INPUT tri[3], inout TriangleStream<FS_INPUT> triStream)
				/*void geom(line GS_INPUT l[2], inout TriangleStream<FS_INPUT> triStream)*/
				{
					/*float3 up = float3(0, 1, 0);
					float3 look = _WorldSpaceCameraPos - tri[0].pos;
					look.y = 0;
					look = normalize(look);
					float3 right = cross(up, look);

					float halfS = 0.5f * _Size;
					float halfH = 0.1f * _Size;*/

          float3 a = tri[0].pos;
          float3 b = tri[1].pos;
          float3 c = tri[2].pos;

          float3 d = (a + b) / 2.0;
          float3 e = (c + b) / 2.0;
          float3 f = (c + a) / 2.0;
          float3 g = (a + b + c) / 3.0;
          float3 h = lerp(b, g, 0.8);
          float3 i = lerp(c, g, 0.8);
          float3 j = lerp(a, g, 0.8);

          float3 dRight = normalize(a - b);
          float3 eRight = normalize(b - c);
          float3 fRight = normalize(c - a);

					float4 v[12];

          // Quad for D -> G
					v[0] = float4(d + dRight * _Size, 1.0f);
					v[1] = float4(d - dRight * _Size, 1.0f);
					v[2] = float4(j, 1.0f);
					v[3] = float4(h, 1.0f);

          // Quad for E -> G
					v[4] = float4(e + eRight * _Size, 1.0f);
					v[5] = float4(e - eRight * _Size, 1.0f);
					v[6] = float4(h, 1.0f);
					v[7] = float4(i, 1.0f);

          // Quad for F -> G
					v[8] = float4(f + fRight * _Size, 1.0f);
					v[9] = float4(f - fRight * _Size, 1.0f);
					v[10] = float4(i, 1.0f);
					v[11] = float4(j, 1.0f);

					float4x4 vp = mul(UNITY_MATRIX_MVP, _World2Object);
					FS_INPUT pIn = (FS_INPUT)0;
