#version 430 core
layout (location = 0) in vec3 pos;

out vec2 vDistField;
out float vLum;

uniform mat4 worldMat;
uniform vec4 lightPosRadLum;

mat4 perspective =  
    mat4 (1,0,0,0
         ,0,1,0,0
         ,0,0,1,1
         ,0,0,0,1
         ) ;
void main()
{
  float r = lightPosRadLum.z ;
  float x = lightPosRadLum.x ;
  float y = lightPosRadLum.y ;
  gl_Position = perspective * worldMat * vec4(pos, 1);
  vDistField = vec2 ( (pos.x - x)/r , (pos.y - y)/(r*100) ) ;
  vLum = lightPosRadLum.w;
}
