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#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);
}
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