#version 330 uniform vec2 frame_shape; uniform float anti_alias_width; uniform mat4 to_screen_space; uniform float is_fixed_in_frame; uniform float focal_distance; in vec3 point; in float radius; in vec4 color; out vec3 v_point; out float v_radius; out vec4 v_color; #INSERT position_point_into_frame.glsl void main(){ v_point = position_point_into_frame(point); v_radius = radius; v_color = color; }