#version 330 uniform vec2 frame_shape; uniform mat4 to_screen_space; uniform float is_fixed_in_frame; uniform float focal_distance; uniform vec3 light_source_position; in vec3 point; in vec3 du_point; in vec3 dv_point; in vec2 im_coords; in float opacity; out vec3 xyz_coords; out vec3 v_normal; out vec2 v_im_coords; out float v_opacity; #INSERT position_point_into_frame.glsl #INSERT get_gl_Position.glsl #INSERT get_rotated_surface_unit_normal_vector.glsl void main(){ xyz_coords = position_point_into_frame(point); v_normal = get_rotated_surface_unit_normal_vector(point, du_point, dv_point); v_im_coords = im_coords; v_opacity = opacity; gl_Position = get_gl_Position(xyz_coords); }