#version 330 core layout (location = 0) in vec3 Position; layout (location = 1) in vec3 Normal; layout (location = 2) in vec3 Texture; out vec3 PixelNormal; out vec2 PixelTexture; out float PixelBlock; uniform mat4 Transform; void main() { //gl_Position = vec4(position, 1.0); //ourColor = color; PixelNormal = Normal.xzy; PixelTexture = Texture.xy; PixelBlock = Texture.z; gl_Position = Transform * vec4(Position.xzy, 1.0); }