#version 330 layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; out vec3 v_color; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform int mode; uniform float worldSize; uniform float waterLevel; void main(void) { gl_Position = vec4(position, 1.0); v_color = color; /*if(mode == 0) { gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0); height = position.y; } else { mat4 transformation = mat4(1); transformation[0][0] = worldSize; transformation[2][2] = worldSize; transformation[3][1] = waterLevel; gl_Position = projectionMatrix * viewMatrix * transformation * vec4(position, 1.0); height = 0; } v_color = color;*/ }