#version 330 core in vec3 v_pos; layout (std140) uniform u_locals { mat4 model_mat; }; layout (std140) uniform u_globals { mat4 view_mat; mat4 proj_mat; vec4 cam_pos; vec4 focus_pos; vec4 view_distance; vec4 tod; vec4 time; }; out vec3 f_pos; void main() { f_pos = v_pos; gl_Position = proj_mat * view_mat * vec4(3000 * v_pos + cam_pos.xyz, 1); }