#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec2 texCoord; layout (location = 2) in vec4 light; layout (location = 3) in float sunlight; out vec2 passTexCoord; out vec3 passLight; uniform mat4 mvpMatrix; uniform float globalSunlight; void main() { gl_Position = mvpMatrix * vec4(pos, 1.0f); passTexCoord = vec2(texCoord.x, 1.0f - texCoord.y); passLight = light.rgb * light.a; }