7in 
vec4 vertex_in[glup_nb_vertices_per_GL_v];
 
    8in 
vec4 color_in[glup_nb_vertices_per_GL_v];
 
    9in 
vec4 tex_coord_in[glup_nb_vertices_per_GL_v];
 
   12    vec4 other_vertex_clip_space[glup_nb_vertices_per_GL_v-1];
 
   13    vec4 color[glup_nb_vertices_per_GL_v];
 
   14    vec4 tex_coord[glup_nb_vertices_per_GL_v];
 
   19    for(
int i=0; i<glup_nb_vertices_per_GL_v; ++i) {
 
   20        if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   21            VertexOut.color[i] = color_in[i];
 
   23        if(glupIsEnabled(GLUP_TEXTURING)) {
 
   24            if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) {
 
   25                VertexOut.tex_coord[i] = tex_coord_in[i];
 
   27                VertexOut.tex_coord[i] = GLUP.texture_matrix * tex_coord_in[i];
 
   32    for(
int i=1; i<glup_nb_vertices_per_GL_v; ++i) {
 
   33        VertexOut.other_vertex_clip_space[i-1] =
 
   34            GLUP.modelviewprojection_matrix * vertex_in[i];
 
   37    gl_Position = GLUP.modelviewprojection_matrix * vertex_in[0];
 
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.