   EndPrimitive();
 }
 
-void processSide(mat4 matrix, vec4 center, vec4 side, vec4 varying1,
-                 vec4 varying2)
+void processSide(const mat4 matrix, const vec4 center, const vec4 side,
+                 const vec4 varying1, const vec4 varying2)
 {
   vec4 triangle[3] = vec4[3](center + side - varying1 - varying2,
                              center + side - varying1 + varying2,

  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);

  cutPositions[cutPositionCount++] = newPos;
}

void processTriangle(const mat4 matrix, const vec4 triangle[3])
{
  const float cutOffZ = 0.5;
  int emittedVertexCount = 0;
