[lwjgl][solved] Geometry shader issue

So I am currently using a geometry shader in an attempt to create textured squares for my particle system , however they appear to have an extremely odd effect when I generate them and instead of just creating two triangle_strips they fill the right side of the screen with triangles aswell. I am baffled as everything looks right to me help would be appreciated.
Here is what happens

Here is my vert shader code:


uniform float alpha;
uniform float time;
uniform vec2 spawn;
uniform float decay;
uniform vec2 dimension;
uniform float size;
attribute vec3 vecin;
attribute vec2 texin;

void main(){
	float x_move,y_move;
	x_move = ((time * (vecin.x - spawn.x)) - ((((time-decay)/10000) * (time) * (vecin.x - spawn.x))) );
	y_move = ((time * (vecin.y - spawn.y)) - ((((time-decay)/10000) * (time) * (vecin.y - spawn.y)))  );
	x_move/= 10000;
	y_move/= 10000;
   	gl_Position = vec4(vecin.x + x_move,vecin.y + y_move,texin.x,texin.y);
   
}

Geometry shader


#version 330
//uses an 8 by 8 spritesheet make sure you use it!

layout (points) in;
layout (triangle_strip) out;
layout (max_vertices = 4) out;
uniform vec2 dimension;
uniform float size;
out vec2 texcoord;
void main(){
   vec2 size_adjust = vec2(size/dimension.x,size/dimension.y);
   float eigth = (1/8);
    gl_Position = vec4(gl_in[0].gl_Position.x,gl_in[0].gl_Position.y,1,1);
    texcoord = vec2(gl_in[0].gl_Position.z,gl_in[0].gl_Position.w + eigth);
    EmitVertex();
    gl_Position = vec4(gl_in[0].gl_Position.x,gl_in[0].gl_Position.y + size_adjust.y,1,1);
    texcoord = vec2(gl_in[0].gl_Position.z,gl_in[0].gl_Position.w);
    EmitVertex();
    gl_Position = vec4(gl_in[0].gl_Position.x + size_adjust.x,gl_in[0].gl_Position.y,1,1);
    texcoord = vec2(gl_in[0].gl_Position.z + (1/8),gl_in[0].gl_Position.w + (1/8));
    EmitVertex();
    gl_Position = vec4(gl_in[0].gl_Position.x + size_adjust.x,gl_in[0].gl_Position.y + size_adjust.y,1,1);
    texcoord = vec2(gl_in[0].gl_Position.z + eigth,gl_in[0].gl_Position.w);
    EmitVertex();

    EndPrimitive();
}

and my frag shader


uniform sampler2D texture;
uniform float alpha;
in vec2 texcoord;
void main(){
	gl_FragColor = vec4(texture2D(texture,texcoord).rgb,alpha);
}

Thanks.