#version 330 in vec3 point; in vec3 prev_point; in vec3 next_point; in float stroke_width; in vec4 color; in float joint_type; out vec3 bp; // Bezier control point out vec3 prev_bp; out vec3 next_bp; out float v_stroke_width; out vec4 v_color; out float v_joint_type; // TODO, this should maybe depend on scale const float STROKE_WIDTH_CONVERSION = 0.01; #INSERT rotate_point_for_frame.glsl void main(){ v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width; v_color = color; v_joint_type = joint_type; bp = rotate_point_for_frame(point); prev_bp = rotate_point_for_frame(prev_point); next_bp = rotate_point_for_frame(next_point); }