   cutPositions[cutPositionCount++] = newPos;
 }
 
-void processTriangle(mat4 matrix, vec4 triangle[3])
+void processTriangle(const mat4 matrix, const vec4 triangle[3])
 {
   const float cutOffZ = 0.5;
   int emittedVertexCount = 0;

  processTriangle(matrix, triangle);
}

bool hasSmallerAngle(vec4 center, vec4 pos1, vec4 pos2)
{
  float angle1 = atan(pos1.y - center.y, pos1.x - center.x);
  float angle2 = atan(pos2.y - center.y, pos2.x - center.x);

  return angle1 < angle2;
}

void fillHole(const mat4 matrix)
{
  if (cutPositionCount == 3)
  {
