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#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);
}
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