#version 330 core layout(location = 0) in vec3 v_position; uniform vec3 v_direction; uniform vec3 colour; uniform float kq; uniform float arc; uniform vec3 viewPoint; out vec3 position; out vec3 direction; out float size; out float cosarc; void main() { position = v_position; direction = normalize(v_direction); size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); gl_Position = vec4(position - viewPoint, 0); }