--- /dev/null
+#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;
+}