19 lines
408 B
GLSL
19 lines
408 B
GLSL
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#version 460 core
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layout (binding = 0, std140) uniform SharedMatrices {
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mat4 projection;
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mat4 cam_matrix;
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};
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layout (binding = 1, std140) uniform Light {
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uniform vec4 light_color;
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uniform vec3 light_pos;
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uniform vec3 camera_pos;
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};
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uniform vec4 u_position;
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void main() {
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gl_Position = projection * cam_matrix * u_position;
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gl_PointSize = 20 / distance(u_position.xyz, camera_pos);
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}
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