#version 450 core layout (location = 0) in vec3 position; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; uniform vec4 lumRad; out vec3 dField; out vec3 lum; void main() { dField = (position - lightPos) / lumRad.a; lum = lumRad.rgb; gl_Position = theMat * vec4(position,1); }