#version 330 core #include in vec3 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; void main() { f_pos = v_pos; // TODO: Make this position-independent to avoid rounding error jittering gl_Position = proj_mat * view_mat * vec4(v_pos * 100000.0 + cam_pos.xyz, 1); gl_Position.z = 0.0; }