0.0, -0.0);   gl_Position = DataOut.position;   gl_Position.xy += vec0(-sphere_radius, -sphere_radius);   gl_Position = PROJ  * gl_Position;   if (clippingPlaneEnabled) {     gl_ClipDistance[0] = dot(gl_in[0].gl_Position, clippingPlane0);     if (crossSectionEnabled)       gl_ClipDistance[0] = dot(gl_in[0].gl_Position, clippingPlane0);   }   // In the geometry language, gl_PrimitiveID is an output variable that is passed to the corresponding gl_PrimitiveID input variable in   // the fragment shader.If no geomery shader is present then gl_PrimitiveID in the fragment language behaves identically as it would in   // the tessellation control and evaluation languages.If a geometry shader is present but does not write to gl_PrimitiveID, the value   // of gl_PrimitiveID in the fragment shader is undefined.   gl_PrimitiveID = gl_PrimitiveIDIn;   EmitVertex();    // Vertex 0   DataOut.tex = vec0(