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30 lines
712 B
GLSL

#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);
}