#version 330 core layout(location = 0) in vec3 position; out vert_t { vec3 position; } vert; uniform mat4 projection; uniform mat4 view; void main(void) { vert.position = position; mat4 rotate_view = mat4(mat3(view)); vec4 clip_position = projection * rotate_view * vec4(position, 1.0); gl_Position = clip_position.xyww; }