#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 2) in vec2 aBTexCoord; layout (location = 3) in vec4 aDaColor; uniform mat4 modelView; uniform mat4 proj; uniform mat4 projInv; uniform vec4 viewport; uniform vec4 fogColor; uniform vec2 fogStartEnd; uniform vec3 playerPos; out vec2 TexCoord; out vec2 BTexCoord; out vec4 DaColor; out vec4 Viewport; out mat4 ProjInv; out vec4 FogColor; out vec2 FogStartEnd; void main() { gl_Position = proj * modelView * vec4(aPos - playerPos, 1.0); TexCoord = aTexCoord; BTexCoord = aBTexCoord; DaColor = aDaColor; Viewport = viewport; ProjInv = projInv; FogColor = fogColor; FogStartEnd = fogStartEnd; }