#version 330 core

in vec4 velocity[1];

layout(points) in;
layout(points, max_vertices = 1) out;

out block {
	vec4 position;
	vec4 velocity;
} Out;


void main()
{
	if ( gl_in[0].gl_Position.w <= 0.0 ) return;

	Out.position = gl_in[0].gl_Position;
	Out.velocity = velocity[0];
	gl_Position = Out.position;
	EmitVertex();
	EndPrimitive();
}
