     g_uv = v_uvRect[0].zw;
     //g_normal = normal;
     gl_Position = viewProjection * gl_Position;
-    gl_Position /= gl_Position.w;
     EmitVertex();
     
     // lower left

    g_uv = v_uvRect[0].xw;
    //g_normal = normal;
    gl_Position = viewProjection * gl_Position;
    gl_Position /= gl_Position.w;
    EmitVertex();

    EndPrimitive();

    g_uv = v_uvRect[0].xy;
    //g_normal = normal;
    gl_Position = viewProjection * gl_Position;
    EmitVertex();

    // upper left
