layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec4 Color; layout(location = 3) in vec2 Texcoord; layout(location = 5) in vec3 Tangent; layout(location = 6) in vec3 Bitangent; layout(location = 7) in vec3 Origin; layout(location = 8) in vec3 Orientation; layout(location = 9) in vec3 Scale; layout(location = 12) in vec4 GlowColor; flat out vec4 glowColor; mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); void main(void) { mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale); mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.); glowColor = GlowColor; }