#version 140 uniform mat4 mvp_Transform; uniform vec3 Scale; in vec3 Site; in vec3 Normal; in vec2 Coords; in float Shine; out vec3 frag_Site; out vec3 frag_Normal; out vec2 frag_Coords; out float frag_Shine; void main() { // Pass some variables to the fragment shader. // frag_Site = Site; frag_Normal = Normal; frag_Coords = Coords; frag_Shine = Shine; // Apply all matrix transformations to 'Site'. // gl_Position = mvp_Transform * vec4 (Site * Scale, 1); }