#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); }