#if __VERSION__ >= 330 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 = 7) in vec3 Origin; layout(location = 8) in vec3 Orientation; layout(location = 9) in vec3 Scale; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec3 Origin; in vec3 Orientation; in vec3 Scale; #endif out vec3 nor; out vec2 uv; out vec4 color; 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.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; uv = Texcoord; color = Color.zyxw; }