#version 330 core layout (location = 0) in vec3 position; /*layout (location = 2) in vec2 UvCoordinates; layout (location = 7) in vec4 Texture; layout (location = 12) in vec3 color; layout (location = 13) in vec2 light;*/ out VS_OUT { vec2 UvPosition; flat vec4 Texture; flat vec3 Color; flat vec2 Light; flat int Face; } vs_out; uniform mat4 view; uniform mat4 projection; uniform mat4 model; void main() { vec4 sourcePosition = vec4(position,1.0f); gl_Position = projection * view * model * sourcePosition; /* vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = Texture; vs_out.Color = color; vs_out.Light = light; vs_out.Face = gl_VertexID / 6;*/ vs_out.UvPosition = vec2(0,0); vs_out.Texture = vec4(0,0,1,1); vs_out.Color = vec3(0,0.2,1.0); vs_out.Light = vec2(16,16); vs_out.Face = gl_VertexID / 6; }