#version 150 in vec3 position; in vec3 normal; in vec4 color; uniform mat4 projection; uniform mat4 view; out vec4 fPosition; out vec4 fColor; out vec4 fLightPosition; out vec3 fNormal; void main(void) { fPosition = view * vec4(position,1.0); fLightPosition = view * vec4(0.0,0.0,1.0,1.0); fColor = color; fNormal = vec3(view * vec4(normal,0.0)); gl_Position = projection * fPosition; /*gl_Position.x *= 1000.0f;*/ /*gl_Position.y = 0.0;*/ }