#version 440 // Wavefront vertices in vec3 v; in vec2 vt; in vec3 vn; // Instance data in vec3 global_pos; uniform mat4 view; uniform mat4 proj; out vec2 vcoord; out float light; void main () { mat4 proj_view = proj * view; vec3 pos = global_pos + v; gl_Position = proj_view * vec4(pos, 1); vcoord = vt; light = dot(vec3(.2, .3, 1), vn) / 2 + .5; }