16 lines
No EOL
255 B
GLSL
16 lines
No EOL
255 B
GLSL
#version 330 core
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layout(location = 0) in vec4 point;
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out float thickness;
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uniform mat4 MVP;
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void main() {
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thickness = point.w;
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// gl_Position = MVP * vec4(point.xyz, 1);
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vec4 vec = MVP * vec4(point.xyz, 1);
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vec.z *= vec.w;
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gl_Position = vec;
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} |