#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aExtents; layout (location = 2) in vec2 aInfo; uniform mat4 model; out VS_OUT { vec3 Extents; vec3 Normal; float BlockType; } vs_out; void main() { //vNormal = mat3(transpose(inverse(model))) * aNormal; vs_out.Extents = aExtents; vs_out.BlockType = aInfo.y; if(aExtents.x == 0) vs_out.Normal = vec3(1.0 - 2*aInfo.x, 0.0, 0.0); else if(aExtents.y == 0) vs_out.Normal = vec3(0.0, 1.0 - 2*aInfo.x, 0.0); else vs_out.Normal = vec3(0.0, 0.0, 1.0 - 2*aInfo.x); vs_out.Normal = mat3(transpose(inverse(model))) * vs_out.Normal; gl_Position = model * vec4(aPos, 1.0); }