#version 460 core

layout (binding = 0, std140) uniform SharedMatrices {
    mat4 projection;
    mat4 cam_matrix;
};

layout (binding = 1, std140) uniform Light {
    uniform vec4 light_color;
    uniform vec3 light_pos;
    uniform vec3 camera_pos;
};

uniform vec4 u_position;

void main() {
	gl_Position = projection * cam_matrix * u_position;
	gl_PointSize = 20 / distance(u_position.xyz, camera_pos);
}