#version 330 in vec3 point; in vec3 du_point; in vec3 dv_point; in vec2 im_coords; in float opacity; out vec3 v_point; out vec3 v_unit_normal; out vec2 v_im_coords; out float v_opacity; #INSERT emit_gl_Position.glsl #INSERT get_unit_normal.glsl void main(){ v_point = point; v_unit_normal = normalize(cross( normalize(du_point - point), normalize(dv_point - point) )); v_im_coords = im_coords; v_opacity = opacity; emit_gl_Position(point); }