#version 450 //#extension GL_ARB_separate_shader_objects : enable layout(std140, binding = 0) uniform matrix_state { uniform mat4 mview; uniform mat4 mmviewproj; uniform mat4 mmod; } m; layout(location = 0) out vec3 pos; layout(location = 1) out vec2 tex_coord; layout(location = 2) out vec3 world_normal; const vec3 lpos = vec3(-10.0, 100.0, 10.0); /* attributes */ layout(location = 1) in vec3 attr_pos; layout(location = 2) in vec3 attr_normal; layout(location = 3) in vec2 attr_tex; void main() { gl_Position = m.mmviewproj * vec4(attr_pos, 1.0); pos = (m.mview * vec4(attr_pos, 1.0)).xyz; tex_coord = attr_tex; world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; }