uniform mat4 gpModelMatrix; in vec3 pos; in vec4 color; in float size; out vec4 finalColor; out float finalThickness; void main() { gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz); finalColor = color; finalThickness = size; /* Dirty fix waiting for new GPencil engine. */ finalColor.rgb = pow(finalColor.rgb, vec3(2.2)); }