#version 330 layout(location=0) in vec3 Position; layout(location=1) in vec3 Normal; uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform mat3 NormalMatrix; uniform vec3 PositionOffset = vec3(25,5,25); uniform float TessLevelInner = 1.0; // controlled by keyboard buttons uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons out vec3 vPosition; out vec3 vNormal; void main () { vPosition = Position; gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + 10*Position, 1); vNormal = Normal; }