#version 330 core layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_direction; // layout(location = 2) in vec3 colour; // layout(location = 3) in float kq; // layout(location = 4) in float arc; layout(location = 5) in mat4 model; layout(location = 9) in ivec3 modelPos; const vec3 colour = vec3(1); const float kq = 0.01; const float arc = 1; uniform ivec3 viewPoint; out ivec3 position; out vec3 direction; out float size; out float cosarc; void main() { position = modelPos + ivec3(v_position * mat3(model)); direction = normalize(v_direction * mat3(model)); size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); gl_Position = vec4(position - viewPoint, 0); }