I've found the solution to my own question. Quite a straightforward OpenGL approach can be applied for this issue. All that's needed is to create a geometry shader, compile it and than attach to program.
uint program = gl.CreateProgram();
uint geom = gl.CreateShader(OpenGL.GL_GEOMETRY_SHADER);
gl.ShaderSource(shader, geometryShaderSourceString);
gl.CompileShader(shader);
gl.AttachShader(program, geom);