#version 450 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; }