#version 460 core #extension GL_ARB_shading_language_include : enable #include "commonLocationData.glsl" uniform mat4 viewProjection; uniform ivec4 viewPort; uniform ivec3 viewPoint; uniform vec3 centre; uniform float size; layout(location = 0) in uint index; flat out vec3 ModelPos; flat out float Yaw; flat out float Depth; void main() { const ivec3 modelPos = locations[cldIndex[index]].position.xyz; ModelPos = modelPos - viewPoint; Yaw = locations[cldIndex[index]].rotation.x; gl_Position = viewProjection * vec4(ModelPos + centre, 1); Depth = gl_Position.w; gl_PointSize = (viewPort.w * size * 2) / gl_Position.w; }