#version 130 uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; in vec2 quadcorner; in vec2 texcoord; in vec3 position; in float lifetime; in float size; out float lf; out vec2 tc; void main(void) { tc = texcoord; lf = lifetime; vec3 newposition = position; vec4 viewpos = ViewMatrix * vec4(newposition, 1.0); viewpos += size * vec4(quadcorner, 0., 0.); gl_Position = ProjectionMatrix * viewpos; }