layout(location = 0) in vec3 inPosition; #ifdef ALPHA_MASK layout(location = 2) in vec2 inTexCoord; out vec2 varTexCoord; #endif #ifndef POINT_LIGHT uniform mat4 MVP; #endif void main() { #ifdef ALPHA_MASK varTexCoord = inTexCoord.xy; #endif #ifdef POINT_LIGHT gl_Position = vec4(inPosition, 1.0); #else gl_Position = MVP * vec4(inPosition, 1.0); #endif }