#version 460 layout (location = 0) in vec3 in_pos; //layout (location = 1) in vec3 in_normal; //layout (location = 2) in vec2 in_uv; layout(location = 0) uniform mat4 model; layout(location = 1) uniform mat4 view; layout(location = 2) uniform mat4 proj; out vec4 pos; //out vec3 normal; //out vec2 uv; void main() { pos = view * model * vec4(in_pos, 1.0); gl_Position = proj * pos; pos /= pos.w; //normal = in_normal; //uv = in_uv; }