#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 uv; out float ypos; out vec3 FragPos; void main() { gl_Position = MVP * vec4(vPos, 1.0); ourNormal=vNormal; FragPos = vec3(MVP * vec4(vPos, 1.0)); ypos=vPos.y*0.001f; // -1000 to 1000 = -1 to 1 //ourColor = vec3(0.0f,sign(vPos.y),0.0f); //ourColor = vec3(0.0f,1.0f,0.0f); //uv = vec2(vTexCoord.x, vTexCoord.y); uv = vec2(ourNormal.x, ourNormal.z); }