+/**
+ * \brief Geometry shader which constructs a cube from each given point
+ *
+ * The constructed cube has a size of 1 x 1 x 1 and the center
+ * is the input point. The cube is intersected with the near
+ * plane, so that nothing is behind the near plane. Additional
+ * geometry is generated to fill the created hole.
+ */
+
 #version 440
 
 layout(points) in;

  EmitVertex();
}

int emitWithPrimitiveHandling(const mat4 matrix, const vec4 pos,
                              const bool triangleSplittingNecessary,
                              int emittedVertexCount)

  return emittedVertexCount;
}

/**
 * \brief Add given position to cutPositions if its not already present
 * in the collection
 */
void addCutPositionIfNew(const vec4 newPos)
{
  for (int i = 0; i < cutPositionCount; ++i)
