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  1. #version 450 core
  2. #pragma include ./shared.glsl
  3. #pragma include ../misc/camera.glsl
  4. const float GLOW_SIZE_FACTOR = 4.00;
  5. in vec3 inPosition;
  6. uniform mat4 uModel;
  7. out FragmentData fragmentData;
  8. void main() {
  9. fragmentData.texCoords = inPosition.xy * GLOW_SIZE_FACTOR + vec2(0.5);
  10. gl_Position = uCamera.projection * uCamera.view * uModel * vec4(inPosition * GLOW_SIZE_FACTOR, 1.0);
  11. }