#pragma language glsl3 layout (location = 0) in vec4 VertexPosition; layout (location = 1) in vec4 VertexNormal; layout (location = 2) in vec4 VertexTexture; uniform mat4 world_transform; uniform mat4 transform; varying vec4 PixelNormal; varying vec4 PixelTexture; varying vec4 PixelWorldPosition; varying float PixelId; void vertexmain() { PixelNormal = world_transform * vec4(VertexNormal.xyz, 0); PixelTexture = VertexTexture; PixelId = float(gl_VertexID) / (4800 * 3); PixelWorldPosition = world_transform * vec4(VertexPosition.xyz, 1); love_Position = transform * vec4(VertexPosition.xyz, 1); }