#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec4 inVel; layout (location = 0) out float outGradientPos; layout (binding = 2) uniform UBO { mat4 projection; mat4 modelview; } ubo; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main () { gl_PointSize = 8.0; outGradientPos = inVel.w; gl_Position = ubo.projection * ubo.modelview * vec4(inPos, 1.0); }