#version 330 //constant projection matrix uniform mat4 fg_ProjectionMatrix; uniform mat4 fg_ModelMatrix; //vertex-data in vec4 fg_Color; in vec3 fg_VertexIn; //in vec3 fg_Normal; //output-data for later stages smooth out vec4 fg_SmoothColor; void main() { //transform vec3 into vec4, setting w to 1 vec4 fg_Vertex = vec4(fg_VertexIn, 1.0); fg_SmoothColor = fg_Color; // + 0.001* fg_Normal.xyzx; gl_Position = fg_ProjectionMatrix * fg_ModelMatrix * fg_Vertex; }