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+#version 460 core
+#extension GL_ARB_shading_language_include : enable
+
+#include "commonLocationData.glsl"
+
+layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_direction;
+layout(location = 2) in vec3 v_colour;
+layout(location = 3) in float v_kq;
+layout(location = 4) in float v_arc;
+layout(location = 5) in uint index;
+mat3 model = mat3(locations[cldIndex[index]].rotationMatrix);
+ivec3 modelPos = locations[cldIndex[index]].position.xyz;
+
+uniform ivec3 viewPoint;
+
+flat out ivec3 position;
+flat out vec3 direction;
+flat out float size;
+flat out vec2 arc; // cos,tan (v_arc/2)
+flat out vec3 colour;
+flat out float kq;
+
+void
+main()
+{
+ position = (modelPos - viewPoint) + ivec3(mat3(model) * v_position);
+ direction = normalize(mat3(model) * v_direction);
+ colour = v_colour;
+ kq = v_kq;
+ size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ arc = vec2(cos(v_arc / 2), tan(v_arc / 2));
+ gl_Position = vec4(position, 0);
+}