#version 330 uniform mat4 to_screen_space; uniform float is_fixed_in_frame; in vec3 point; in vec3 unit_normal; in vec4 color; in float vert_index; out vec3 bp; // Bezier control point out vec3 v_global_unit_normal; out vec4 v_color; // out float v_fill_all; out float v_vert_index; // To my knowledge, there is no notion of #include for shaders, // so to share functionality between this and others, the caller // replaces this line with the contents of named file #INSERT position_point_into_frame.glsl void main(){ bp = position_point_into_frame(point); v_global_unit_normal = normalize(to_screen_space * vec4(unit_normal, 0)).xyz; v_color = color; // v_fill_all = fill_all; v_vert_index = vert_index; }