#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;
}