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

	vec3 p1 = target.xyz / target.w;

	vec3 direction = normalize(p1 - p0);
	vec3 extrusion = 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];

	
  	EndPrimitive();
}
