#version 330 core layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; uniform vec3 viewPoint; out vec3 centre; out float size; void main() { centre = position; size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); gl_Position = vec4(centre - viewPoint, 0); }