#version 410 uniform mat4 projModelViewMatrix; uniform mat3 rotMatrix; layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 MyInColor; layout(location = 2) in vec3 MyInSize; layout(location = 0) out vec3 colorgeo; layout(location = 1) out vec3 sizegeo; void main() { colorgeo = MyInColor; sizegeo = MyInSize; gl_ClipDistance[0] = 100; //gl_Position = projModelViewMatrix * vec4(rotMatrix *in_position, 1.0); //gl_Position = vec4(rotMatrix *(projModelViewMatrix * vec4(in_position, 1.0)).xyz,1.0); gl_Position = vec4(rotMatrix * in_position, 1.0); }