#version 330 in vec3 point; in vec3 d_normal_point; in vec2 im_coords; in float opacity; out vec3 v_point; out vec3 v_unit_normal; out vec2 v_im_coords; out float v_opacity; uniform float is_sphere; uniform vec3 center; #INSERT emit_gl_Position.glsl #INSERT get_unit_normal.glsl const float EPSILON = 1e-10; void main(){ v_point = point; v_unit_normal = normalize(d_normal_point - point);; v_im_coords = im_coords; v_opacity = opacity; emit_gl_Position(point); }