#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 float opacity; in float gloss; out vec3 xyz_coords; out vec3 v_normal; out vec2 v_im_coords; out float v_opacity; out float v_gloss; // These lines will get replaced #INSERT position_point_into_frame.glsl #INSERT get_gl_Position.glsl void main(){ xyz_coords = position_point_into_frame(point); v_normal = position_point_into_frame(normal); v_im_coords = im_coords; v_opacity = opacity; v_gloss = gloss; gl_Position = get_gl_Position(xyz_coords); }