layout(location = 0) in vec3 v_vert; layout(location = 1) in vec3 v_normal; layout(location = 2) in vec2 v_coord; #include out vec4 f_pos; out vec4 f_clip_pos; out vec4 f_clip_future_pos; void main() { f_pos = modelview * vec4(v_vert, 1.0); f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); gl_Position = f_clip_pos; gl_PointSize = param[1].x; }