#version 420 core layout(location = 0) in vec3 pos; layout(std140, binding = 0) uniform Camera { mat4 projection; mat4 view; vec3 position; } camera; uniform mat4 model; out vec3 pos_local; void main() { pos_local = pos; gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0); }