#version 330 core in vec3 pos; uniform mat4 model; layout (std140) uniform Globals { mat4 projView; mat4 proj; mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; float globalTime; float dayTime; float gamma; }; void main() { gl_Position = projView * model * vec4(pos, 1); }