#version 330 #INSERT camera_uniform_declarations.glsl 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_vert_index; // Analog of import for manim only #INSERT position_point_into_frame.glsl void main(){ bp = position_point_into_frame(point); v_global_unit_normal = rotate_point_into_frame(unit_normal); v_color = color; v_vert_index = vert_index; }