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attractor-cl/resources/Points.vsh

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GLSL

#version 330
in vec4 position;
uniform mat4 modelmatrix;
out float mx;
void main(){
gl_Position = 0.04*modelmatrix*(position - vec4(0.0, 0.0, 25.0, 0.0));
// reset depth
gl_Position.zw = vec2(1.0);
mx = cos(0.1337*position.z);
}