#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec3 Tangent; layout(location = 3) in vec3 BiTangent; layout(location = 4) in vec2 TextureCoords; layout(location = 5) in vec4 DiffuseVertexColor; layout(location = 6) in vec4 SpecularVertexColor; layout(location = 7) in vec4 BoneIndices1; layout(location = 8) in vec4 BoneIndices2; layout(location = 9) in vec4 BoneWeights1; layout(location = 10) in vec4 BoneWeights2; out VertexData{ vec3 Position; vec3 Normal; vec2 TextureCoordinate; vec4 DiffuseColor; vec4 ExplosionColor; }Output; void main() { gl_Position = P*V*M * vec4(Position, 1.0); Output.Position = Position; Output.TextureCoordinate = TextureCoords; Output.Normal = Normal; Output.DiffuseColor = DiffuseVertexColor; Output.ExplosionColor = vec4(0.0); }