uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewMatrix; layout(location = 0) in vec3 Position; layout(location = 3) in vec2 Texcoord; layout(location = 4) in vec2 SecondTexcoord; out vec2 uv; out vec2 uv_bis; out float camdist; void main() { gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); uv = Texcoord; uv_bis = SecondTexcoord; camdist = length(ModelViewMatrix * vec4(Position, 1.)); }