#version 330 core in vec3 v_pos; layout (std140) uniform u_locals { vec4 nul; }; 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; }; out vec3 f_pos; void main() { f_pos = v_pos; gl_Position = proj_mat * view_mat * vec4(v_pos + cam_pos.xyz, 1); gl_Position.z = 0.0; }