#version 330 core layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; uniform mat4 viewProjection; out vec3 centre; out float size; void main() { centre = position; size = sqrt(256 * max(max(colour.r, colour.g), colour.b) / kq); gl_Position = viewProjection * vec4(centre, 1); }