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#version 460 core
#extension GL_ARB_shading_language_include : enable
#include "commonLocationData.glsl"
uniform mat4 viewProjection;
uniform ivec4 viewPort;
uniform ivec3 viewPoint;
uniform vec3 centre;
uniform float size;
layout(location = 0) in uint index;
flat out vec3 ModelPos;
flat out float Yaw;
flat out float Depth;
void
main()
{
const ivec3 modelPos = locations[cldIndex[index]].position.xyz;
ModelPos = modelPos - viewPoint;
Yaw = locations[cldIndex[index]].rotation.x;
gl_Position = viewProjection * vec4(ModelPos + centre, 1);
Depth = gl_Position.w;
gl_PointSize = (viewPort.w * size * 2) / gl_Position.w;
}
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