#version 330 core #define $colorType$ layout (location = $vertexPosition$) in vec3 vertexPosition; layout (location = $vertexNormal$) in vec3 vertexNormal; uniform mat4 MVP; out vec3 pos; out vec3 normal; #if defined(TEXTURE_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS) layout(location = $vertexUV$) in vec2 vertexUV; out vec2 uv; #endif #if defined(VERTEX_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS) layout(location = $vertexColor$) in vec3 vertexColor; out vec3 vertColor; #endif void main() { pos = vertexPosition; normal = vertexNormal; gl_Position = MVP * vec4(vertexPosition, 1.0f); #if defined(TEXTURE_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS) uv = vertexUV; #endif #if defined(VERTEX_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS) vertColor = vertexColor; #endif }