#version 150 uniform mat4 projection; uniform mat4 matrices[13]; uniform int level; in vec3 in_Position; in vec2 in_UV; in vec3 in_Normal; out vec2 texUV; out vec3 normal; out vec3 lightDir; 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); texUV = in_UV; normal = in_Normal; lightDir = vec3(0.0, 0.0, 0.0); }