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