   const vec2 anchorToEnd = normalize(connectorEnd - anchor);
   const vec2 connectorEndShadow = connectorEnd + 2.0f * anchorToEnd;
 
+  drawDilatedLine(connectorStartShadow, connectorStart, connectorEnd);
+  drawDilatedLine(connectorStart, connectorEnd, connectorEndShadow);
+  drawDilatedLine(connectorEnd, connectorEndShadow, connectorStartShadow);
+
+  drawPositions();
+  /*
   emitVertex(connectorStart);
   emitVertex(connectorStartShadow);
   emitVertex(connectorEnd);


uniform mat4 viewMatrix;
uniform mat4 viewProjectionMatrix;

void emitVertex(in vec2 position)
{
  gl_Position = vec4(position, 0, 1);
  EmitVertex();
}

void drawConnectorConstraint(in vec2 anchor, in vec2 connectorStart,

  emitVertex(connectorStartShadow);
  emitVertex(connectorEndShadow);
  EndPrimitive();
  */
}

void main()
