#version 330 uniform float aspect_ratio; uniform float anti_alias_width; uniform mat4 to_screen_space; uniform float focal_distance; uniform vec3 light_source_position; // uniform sampler2D Texture; in vec3 point; in vec3 normal; // in vec2 im_coords; in vec4 color; in float gloss; // out vec2 v_im_coords; out vec4 v_color; // These lines will get replaced #INSERT position_point_into_frame.glsl #INSERT get_gl_Position.glsl #INSERT add_light.glsl void main(){ vec3 xyz_coords = position_point_into_frame(point); vec3 unit_normal = normalize(position_point_into_frame(normal)); // v_im_coords = im_coords; v_color = add_light(color, xyz_coords, unit_normal, light_source_position, gloss); gl_Position = get_gl_Position(xyz_coords); }