#version 410 #include "commonDeclare.glsl" uniform mat4 cameraMatrixForward; uniform float partIndex_misc_o; flat out vec3 cameraPointV; flat out vec4 positionAndRadiusV; void main(void) { #include "commonProjection.glsl" vec4 misc = texture(partValues, vec2(partIndex_misc_o, partSlot)); cameraPointV = cameraMatrixForward[3].xyz; // translation component from camera matrix positionAndRadiusV.xyz = partTranslate.xyz; positionAndRadiusV.w = misc.x + 1.0; }