#version 130 //layout(location = 0)in vec3 vertex; in vec3 vertex; in vec2 texc; in float trans; uniform mat4 projection; uniform mat4 view; uniform mat4 model; out float fragTrans; out vec2 texCoord; out vec4 fragCoord; void main() { fragTrans = trans; texCoord = texc; fragCoord = vec4(vertex, 1.0f); gl_Position = projection * view * model * fragCoord; }