#version 330 core layout (location = 0) in vec3 pos; //layout (location = 1) in vec2 uv; uniform mat4 view, projection, rotation; out vec3 tex_coord; void main() { tex_coord = vec3(pos.x, pos.y, -pos.z); vec4 world_pos = projection*view*rotation*vec4(pos, 1.0); gl_Position = vec4(world_pos.x, world_pos.y, world_pos.w, world_pos.w); // tex_coord = pos; // gl_Position = projection*view*vec4(pos, 1.0); }