#version 330 core layout (location = 0) in vec3 aPos; out vec3 TexCoords; layout (std140) uniform Matrices { mat4 projection; mat4 view; }; uniform mat4 skyview; void main() { TexCoords = aPos; vec4 pos = projection * skyview * vec4(aPos, 1.0); gl_Position = pos.xyww; }