#version 330 uniform mat4 model; uniform int mode; layout (std140) uniform MatrixData { mat4 projector; mat4 view; }; in vec3 in_Position; in vec2 in_TexCoord; in vec3 in_Normal; in vec3 in_Color; out vec4 ex_Color; out vec2 UV; void main(void) { if (mode==1) gl_Position = vec4(in_Position, 1.0); else gl_Position = projector * view * model * vec4(in_Position.x, -in_Position.y, in_Position.z, 1.0); ex_Color = vec4(in_Color, 1.0); UV = in_TexCoord; }