 // _VA_INDEX in renderableStreamNodes.h
 layout(location = 3)
 in int nodeIndex;
+// The vertex streamnumber of every node. Location must correspond to 
+// VaStreamnumber in renderableStreamNodes.h
+layout(location = 4)
+in int Streamnumber;
 
 // These should correspond to the enum 'ColorMode' in renderablestreamnodes.cpp
 const int uniformColor     = 0;

        vs_color = vec4(0);
    }

    //if(rValue > thresholdFlux){
    //  vs_color = vec4(0);
    //}

    if(fluxValue < thresholdFlux){
        gl_PointSize = nodeSize;
    }
    else{
        gl_PointSize = nodeSizeLargerFlux;
    }
        
        vec3 vertexPosRelativetoEarth;
        vertexPosRelativetoEarth.x = in_position.x; // + earthPos.x;

        }
        }

        
        vec4 position_in_meters = vec4(in_position, 1);
        vec4 positionClipSpace = modelViewProjection * position_in_meters;
        //vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
