in vec3 Origin; in vec3 Orientation; in vec3 Scale; in vec3 Position; in vec2 Texcoord; out vec2 tc; 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); gl_Position = ModelMatrix * vec4(Position, 1.); tc = Texcoord; }