#version 330 core #extension GL_ARB_shading_language_420pack : enable layout(location = 0) in ivec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec3 colourBias; out vec3 FragPos; out vec3 Normal; flat out vec3 ColourBias; uniform mat4 viewProjection; uniform ivec3 viewPoint; void main() { FragPos = position - viewPoint; Normal = normal; ColourBias = colourBias; gl_Position = viewProjection * vec4(FragPos, 1); }