#version 430 layout (location = 0) in vec3 pos; layout (location = 1) in vec4 color; layout (location = 2) in vec2 tex; layout (location = 3) in vec3 normal; uniform sampler2D samp; uniform mat4 projMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform bool useTexture; uniform bool useColor; uniform bool useMixColor; uniform vec4 mixColor; uniform bool useNormals; out vec2 tc; out vec4 outColor; void main(void) { tc = tex; outColor = vec4(color.xyz, 1); if(useNormals) { if(abs(normal.x) == 1) { outColor = outColor * 0.8; } if(abs(normal.z) == 1) { outColor = outColor * 0.9; } } gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(pos, 1.0); }