#version 330 core in vec3 vnormal; in vec3 vpos; uniform mat4 u_projection; uniform mat4 u_view; uniform mat4 u_model; uniform vec4 u_color; uniform vec3 u_material; struct SLight // could be either point or directional { vec4 vpos; vec3 color; mat4 trans; }; uniform SLight u_lights[3]; uniform vec3 u_ambient; layout (location = 0) out vec4 io_color; void main() { io_color = u_color; io_color[3] = gl_FragCoord[2]; }