#version 330 core uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; out vec3 surface_normal; out float depth; void main() { vec4 world_position = model_matrix * vec4(position, 1.0); vec4 view_position = view_matrix * world_position; vec4 clip_position = projection_matrix * view_position; gl_Position = clip_position; surface_normal = (model_matrix * vec4(normal, 0.0)).xyz; depth = clamp((length(view_position) - 200) / 400, 0.0, 1.0); }