uniform mat4 ModelMatrix; #if __VERSION__ >= 330 layout(location = 0) in vec3 Position; layout(location = 3) in vec2 Texcoord; layout(location = 4) in vec2 SecondTexcoord; #else in vec3 Position; in vec2 Texcoord; in vec2 SecondTexcoord; #endif out vec2 uv; out vec2 uv_bis; out float camdist; void main() { gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.); uv = Texcoord; uv_bis = SecondTexcoord; camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.)); }