#version 330 #INSERT camera_uniform_declarations.glsl in vec3 point; in vec3 prev_point; in vec3 next_point; in vec3 unit_normal; in float stroke_width; in vec4 color; // Bezier control point out vec3 bp; out vec3 prev_bp; out vec3 next_bp; out vec3 v_global_unit_normal; out float v_stroke_width; out vec4 v_color; const float STROKE_WIDTH_CONVERSION = 0.01; #INSERT position_point_into_frame.glsl void main(){ bp = position_point_into_frame(point); prev_bp = position_point_into_frame(prev_point); next_bp = position_point_into_frame(next_point); v_global_unit_normal = rotate_point_into_frame(unit_normal); v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width; v_color = color; }