#version 330 #INSERT camera_uniform_declarations.glsl in vec3 point; in float joint_angle; in float stroke_width; in vec4 color; // Bezier control point out vec3 verts; out float v_joint_angle; out float v_stroke_width; out vec4 v_color; const float STROKE_WIDTH_CONVERSION = 0.01; #INSERT position_point_into_frame.glsl void main(){ verts = position_point_into_frame(point); v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width * frame_shape[1] / 8.0; v_joint_angle = joint_angle; v_color = color; }