#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; out vec2 UV; uniform mat4 MVP; void main() { gl_Position = MVP * vec4(vertexPosition_modelspace, 1); UV = vertexUV; //fragmentcolor.x = vertexPosition_modelspace.x; //= vertexColor; //fragmentcolor.y = vertexPosition_modelspace.y; //= vertexColor; //fragmentcolor.z = vertexPosition_modelspace.z; //= vertexColor; //fragmentcolor += 1; //fragmentcolor /= 2; }