#version 460 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 iColor; layout (location = 2) in vec2 uv; layout (location = 0) uniform float val; // layout (location = 0) uniform mat4 P; // layout (location = 1) uniform mat4 V; // layout (location = 2) uniform mat4 M; out vec3 vColor; out vec2 vUv; void main() { // gl_Position = P * V * M * vec4(pos.xyz, 1.0f); gl_Position = vec4(pos.x, pos.y + val, pos.z, 1.0f); vColor = iColor; vUv = uv; }