#version 450 core #pragma include ./shared.glsl #pragma include ../misc/camera.glsl const float GLOW_SIZE_FACTOR = 4.00; in vec3 inPosition; uniform mat4 uModel; out FragmentData fragmentData; void main() { fragmentData.texCoords = inPosition.xy * GLOW_SIZE_FACTOR + vec2(0.5); gl_Position = uCamera.projection * uCamera.view * uModel * vec4(inPosition * GLOW_SIZE_FACTOR, 1.0); }