#version 330 core layout(location = 0) in vec3 squareVertices; layout(location = 1) in vec4 xyzs; // Position of the center of the particule and size of the square layout(location = 2) in vec4 color; // Position of the center of the particule and size of the square out vec2 UV; out vec4 particlecolor; uniform vec3 CameraRight_worldspace; uniform vec3 CameraUp_worldspace; uniform mat4 VP; void main() { float particleSize = xyzs.w; vec3 particleCenter_wordspace = xyzs.xyz; vec3 vertexPosition_worldspace = particleCenter_wordspace + CameraRight_worldspace * squareVertices.x * particleSize + CameraUp_worldspace * squareVertices.y * particleSize; gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f); UV = squareVertices.xy + vec2(0.5, 0.5); particlecolor = color; }