#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aUv; layout(location = 2) in float aShade; out vec2 vUv; out float vShade; out float vWorldY; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { vUv = aUv; vShade = aShade; // World-space position uses row-vector convention (matches gl_Position below). vec4 worldPos = vec4(aPos, 1.0) * model; vWorldY = worldPos.y; gl_Position = worldPos * view * projection; }