#version 460 layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; uniform mat4 MVP; uniform mat4 TransformationMatrixNoYInv; uniform mat4 NormalRotationMatrix; out vec2 TexCoord; void main(){ vec4 prepos = MVP * vec4(aPos,1); gl_Position = vec4(prepos.x,-prepos.y,prepos.zw); TexCoord = (MVP * vec4(aPos.xyz,1)).xy; }