#version 330 core layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec4 v_light; out vec4 a_color; out vec2 a_texCoord; uniform mat4 model; uniform mat4 projview; void main(){ vec4 position = projview * model * vec4(v_position, 1.0); a_color = vec4(v_light.r,v_light.g,v_light.b,1.0f); a_texCoord = v_texCoord; a_color.rgb += v_light.a; a_color.rgb *= 1.0-position.z*0.0025; //a_color.rgb = pow(a_color.rgb, vec3(1.0/0.7)); gl_Position = position; }