#version 330 core layout(location = 0)in vec3 inPosition; layout(location = 2)in vec2 inTexCoord; layout(location = 1)in vec3 inNormal; uniform float flatSphere; uniform vec2 screenSize; uniform mat4 mvp; uniform vec3 camera; out vec2 texCoord; out vec3 normal; void main(void) { texCoord = vec2(inTexCoord.x, inTexCoord.y); normal = inNormal.xyz; vec4 projPos = mvp * vec4(-inPosition, 1.0); gl_Position = projPos; }