   emitVertex(connectorStartShadow);
   emitVertex(connectorEndShadow);
   EndPrimitive();
+  */
 }
 
 void main()


uniform mat4 viewMatrix;
uniform mat4 viewProjectionMatrix;

void emitVertex(in vec2 position)
{
  gl_Position = vec4(position, 0, 1);
  EmitVertex();
}

void drawConnectorConstraint(in vec2 anchor, in vec2 connectorStart,

  const vec2 anchorToEnd = normalize(connectorEnd - anchor);
  const vec2 connectorEndShadow = connectorEnd + 2.0f * anchorToEnd;

  drawDilatedLine(connectorStartShadow, connectorStart, connectorEnd);
  drawDilatedLine(connectorStart, connectorEnd, connectorEndShadow);
  drawDilatedLine(connectorEnd, connectorEndShadow, connectorStartShadow);

  drawPositions();
  /*
  emitVertex(connectorStart);
  emitVertex(connectorStartShadow);
  emitVertex(connectorEnd);
