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#version 330 core
layout(location = 0) in vec3 position;
uniform vec3 colour;
uniform float kq;
uniform mat4 viewProjection;
out vec3 centre;
out float size;
void
main()
{
centre = position;
size = sqrt(256 * max(max(colour.r, colour.g), colour.b) / kq);
gl_Position = viewProjection * vec4(centre, 1);
}
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