#version 330 core uniform mat4 mWorld; uniform mat4 mView; uniform mat4 mProjection; uniform vec3 vEye; layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; out float zPos; out vec3 norm; void main () { norm = vec3(mProjection*mView*mWorld*vec4(normal, 0)); zPos = position.z; gl_Position = mProjection*mView*mWorld*vec4(position, 1.0); }