#version 330 core layout (location = 0) in vec4 position; layout (location = 1) in vec4 origin; layout (location = 2) in vec4 color; layout (location = 3) in vec2 texture_position; layout (location = 4) in float ctt; uniform mat4 view_matrix; uniform mat4 projection_matrix; out vec4 _color; out vec2 _texture_position; out float _ctt; void main() { vec3 origined_position = origin.xyz + position.xyz; //gl_Position = projection_matrix * view_matrix * position; gl_Position = projection_matrix * view_matrix * vec4(position.xyz, 1.0); _color = color; _texture_position = texture_position; _ctt = ctt; }