#version 330
in vec3 pos;
-out vec3 texCoords;
+out vec3 localPos;
uniform mat4 projection;
uniform mat4 view;
void main() {
- texCoords = pos;
- gl_Position = projection * view * vec4(pos, 1);
+ localPos = pos;
+ vec4 fragPos = projection * view * vec4(pos, 1);
+ gl_Position = fragPos.xyww;
}