#version 430 core layout (location = 0) in vec3 position; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; uniform vec2 radLum; out vec3 dField; out float lum; void main() { dField = (position - lightPos) / radLum.x; lum = radLum.y; gl_Position = theMat * vec4(position,1); }