uniform mat4 ModelViewProjectionMatrix; out vec3 coords; uniform vec3 min_location; uniform vec3 invsize; uniform vec3 ob_sizei; void main() { // TODO: swap gl_Vertex for vec3 pos, update smoke setup code gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0); coords = (gl_Vertex.xyz - min_location) * invsize; }