#version 330 in vec3 point; in vec4 color; // fill_all is 0 or 1 in float fill_all; // orientation is +1 for counterclockwise curves, -1 otherwise in float orientation; out vec3 bp; // Bezier control point out vec4 v_color; out float v_fill_all; out float v_orientation; #INSERT rotate_point_for_frame.glsl void main(){ bp = rotate_point_for_frame(point); v_color = color; v_fill_all = fill_all; v_orientation = orientation; }