#version 330 uniform vec2 frame_shape; in vec3 point; in vec4 stroke_rgba; in float stroke_width; in vec3 joint_normal; in vec4 joint_product; // Bezier control point out vec3 verts; out vec4 v_joint_product; out float v_stroke_width; out vec4 v_color; out float v_vert_index; const float STROKE_WIDTH_CONVERSION = 0.01; void main(){ verts = point; v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width * frame_shape[1] / 8.0; v_joint_product = joint_product; v_color = stroke_rgba; v_vert_index = gl_VertexID; }