#version 330 in vec3 point; in vec4 stroke_rgba; in float stroke_width; in float joint_angle; // Bezier control point out vec3 verts; out float v_joint_angle; out float v_stroke_width; out vec4 v_color; out float v_vert_index; const float STROKE_WIDTH_CONVERSION = 0.01; #INSERT get_gl_Position.glsl void main(){ verts = position_point_into_frame(point); v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width * frame_shape[1] / 8.0; v_joint_angle = joint_angle; v_color = stroke_rgba; v_vert_index = gl_VertexID; }