layout (location = 0) in vec3 pos; layout (location = 1) in vec3 norm; layout (location = 2) in vec2 coord; out float ypos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { vec3 vertex = vec3(model * vec4(pos, 1.0)); ypos = vertex.y; gl_Position = projection * view * vec4(vertex, 1.0); }