#version 330 core layout(location = 0) in vec3 Point; uniform vec2 ScreenSize; uniform vec4 Origin; uniform mat4 Basis; uniform mat4 Camera; out vec2 FragPos; out vec2 screenSize; void main() { gl_Position = Camera * vec4(Point.xyz, 1.0); FragPos = gl_Position.xy; screenSize = ScreenSize; }