#version 330 core
layout (location = 0) in vec3 vPos;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTexCoord;
//varying vec3 color;
uniform mat4 MVP;
out vec3 ourNormal;
//out vec2 TexCoord;
out float ypos;
out vec3 FragPos;
out vec2 uv;
void main()
{
uv = vTexCoord;
gl_Position = MVP * vec4(vPos, 1.0);
ourNormal=vNormal;
FragPos = vec3(MVP * vec4(vPos, 1.0));
ypos=vPos.x*0.001f; // -1000 to 1000 = -1 to 1
//ourColor = vec3(0.0f,sign(vPos.y),0.0f);
//ourColor = vec3(0.0f,sign(vPos.y),0.0f);
//ourColor = vec3(0.0f,1.0f,0.0f);
//TexCoord = vec2(vTexCoord.x, vTexCoord.y);
}
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