#version 330 layout (location = 0) in vec3 Position; layout (location = 1) in vec2 Uvs; layout (location = 2) in vec3 Normal; uniform float gScale; uniform mat4 view; uniform mat4 proj; uniform mat4 model; uniform mat4 normalMat; flat out int vID; out vec2 texCoord; out vec3 position; out vec3 normal; void main() { vec4 test = proj * view * model * vec4(Position, 1.0); gl_Position = test; // gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0); vID = gl_VertexID; texCoord = Uvs; position = Position; normal = (normalMat * vec4(Normal, 1.)).xyz; }