in vec3 AttrPosition; in vec4 AttrColor; in vec2 AttrUV; in vec3 AttrNormal; out vec4 Color; out vec2 UV; out vec4 viewpos; uniform mat4 world; uniform mat4 view; uniform mat4 projection; void main() { viewpos = view * world * vec4(AttrPosition, 1.0); gl_Position = projection * viewpos; Color = AttrColor; UV = AttrUV; }