So as @Thomas mentioned, the issue seems to be the fact that I was passing "GL_LINE_STRIP" instead of "GL_LINE_STRIP_ADJACENCY" to the glDrawArrays() call. Apparently, "GL_LINE_STRIP_ADJACENCY is needed when there is a geometry shader involved ("https://www.khronos.org/opengl/wiki/Primitive#Adjacency_primitives").
Edit: Originally I meant to use "GL_LINES_ADJACENCY" and somehow got mixed up with "GL_LINE_STRIP". Don't code at 5am.