#version 150 uniform mat4 projection; uniform mat4 matrices[13]; uniform int level; uniform bool useEnv; out vec2 UV; out vec2 envUV; in vec3 in_Position; in vec2 in_UV; in vec3 in_Normal; void main(void) { mat4 model = mat4(1.0); for(int i=0; i < level; i++) { model *= matrices[i]; } gl_Position = projection * model * vec4(in_Position, 1.0); UV = in_UV; }