 vec4 cutPositions[18];
 int cutPositionCount = 0;
 
-void justEmit(const mat4 matrix, const vec4 pos)
+void emit(const mat4 matrix, const vec4 pos)
 {
   vertexPos = matrix * pos;
   gl_Position = vertexPos;


  if (emittedVertexCount == 5)
  {
    emit(matrix, firstPosition, triangleSplittingNecessary, emittedVertexCount);
  }

  EndPrimitive();

{
  if (cutPositionCount == 3)
  {
    emit(matrix, cutPositions[0]);
    emit(matrix, cutPositions[1]);
    emit(matrix, cutPositions[2]);
    return;
  }

