#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec4 aColor; layout (location = 3) in vec4 aColorFar; layout (location = 4) in vec2 aTexCoord; layout (location = 5) in vec4 aTexType; layout (location = 6) in float aRealTexType; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 FragPos; out vec3 Normal; out vec4 Color; out vec4 FarColor; out vec2 TexCoord; out vec4 TexType; out float RealType; void main() { gl_Position = vec4(aPos, 1.0) * model * view * projection; FragPos = vec3(vec4(aPos, 1.0) * model); Normal = aNormal; Color = aColor; FarColor = aColorFar; TexCoord = aTexCoord; TexType = aTexType; RealType = aRealTexType; }