#version 330 core in vec3 v_pos; in vec3 v_norm; in vec3 v_col; layout (std140) uniform u_locals { vec3 model_offs; }; layout (std140) uniform u_globals { mat4 view_mat; mat4 proj_mat; vec4 cam_pos; vec4 focus_pos; vec4 view_distance; vec4 time_of_day; vec4 tick; vec4 screen_res; }; out vec3 f_pos; out vec3 f_norm; out vec3 f_col; void main() { f_pos = v_pos; f_norm = v_norm; f_col = v_col; gl_Position = proj_mat * view_mat * vec4(v_pos + model_offs, 1); }