in vec3 position; in vec3 color; in vec3 normal; in vec2 texcoord; uniform mat4 mvpMatrix; uniform mat4 projMatrix; uniform mat4 modelMatrix; uniform mat4 rotateMatrix; uniform UBOOL textured; uniform vec3 modelPos; out vec2 Texcoord; out vec3 Color; void main() { Texcoord = texcoord; vec4 pos = rotateMatrix * vec4(position, 1.0); gl_Position = mvpMatrix * (pos + vec4(modelPos, 1.0)); if (UBOOL_TEST(textured)) { Color = vec3(1.0); } else { Color = color; } }