#version 330 #INSERT camera_uniform_declarations.glsl in vec3 point; in float orientation; in vec4 color; out vec3 bp; // Bezier control point out float v_orientation; out vec4 v_color; out float v_vert_index; // Analog of import for manim only #INSERT position_point_into_frame.glsl void main(){ bp = position_point_into_frame(point); v_orientation = orientation; v_color = color; // Implicit conversion from int to float v_vert_index = gl_VertexID; }