layout (location = 0) in vec3 pos; layout (location = 1) in vec3 norm; layout (location = 2) in vec2 coord; out vec3 vertex; out vec3 normal; out vec2 tex_coord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform sampler2D tex; uniform float density; void main() { vertex = vec3(model * vec4(pos, 1.0)); normal = mat3(transpose(inverse(model))) * norm; tex_coord = coord * density / textureSize(tex, 0); gl_Position = projection * view * vec4(vertex, 1.0); }