 	
   	EndPrimitive();
 }
-*/
-
-void main()
-{	
-	vec4 origin = gl_in[0].gl_Position;
-
-	vec4 source = u_ModelViewMatrix * vec4(origin.xyz + vs_SourcePosition[0], 1.0);
-	vec4 target = u_ModelViewMatrix * vec4(origin.xyz + vs_TargetPosition[0], 1.0);
-
-	vec4 psource = u_ProjectionMatrix * source;
-	vec4 ptarget = u_ProjectionMatrix * target;
-
-	vec2 p0 = psource.xy / psource.w;
-	vec2 p1 = ptarget.xy / ptarget.w;
-	vec2 direction = normalize(p1 - p0);
-
-	vec2 viewport = normalize(vec2(2048, 1456));
-
-	vec2 extrusion = vs_Width[0] * viewport * vec2(-direction.y, direction.x);
-	vec2 extrusion1 = extrusion / ptarget.w;
-	vec2 extrusion2 = extrusion / psource.w;
-
-	gl_Position = u_ProjectionMatrix * (source + vec4(extrusion1, 0.0, 0.0));
-	gs_Color = vs_SourceColor[0];
-	EmitVertex();
-	
-	gl_Position = u_ProjectionMatrix * (target + vec4(extrusion2, 0.0, 0.0));
-	gs_Color = vs_TargetColor[0];
-	EmitVertex();
-
-	gl_Position = u_ProjectionMatrix * (source - vec4(extrusion1, 0.0, 0.0));
-	gs_Color = vs_SourceColor[0];
-	EmitVertex();
-
-	gl_Position = u_ProjectionMatrix * (target - vec4(extrusion2, 0.0, 0.0));
-	gs_Color = vs_TargetColor[0];
-	EmitVertex();
-	
-  	EndPrimitive();
-}

}
*/

/*
void main()
{	
	vec4 origin = gl_in[0].gl_Position;

	vec3 p1 = target.xyz / target.w;

	vec3 direction = normalize(p1 - p0);
	vec3 extrusion = 0.5 * vs_Width[0] * cross(direction, vec3(0, 0, 1));

	//vec3 extrusion = 0.5 * vs_Width[0] * vec3(-direction.y, direction.x, 0);

	gl_Position = u_ProjectionMatrix * vec4(p0 + extrusion, 1.0);
	gs_Color = vs_SourceColor[0];
