#version 330 #INSERT camera_uniform_declarations.glsl in vec3 point; out vec3 xyz_coords; uniform float scale_factor; uniform vec3 offset; #INSERT position_point_into_frame.glsl #INSERT get_gl_Position.glsl void main(){ xyz_coords = (point - offset) / scale_factor; gl_Position = get_gl_Position(position_point_into_frame(point)); }