#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; layout(location = 2) in vec2 vertexTexCoord; uniform mat4 transformation; //uniform float time; out vec4 bubblePosition; //out float iDate; void main() { bubblePosition = transformation * vec4(vertexPosition, 1.0); //vec3 bubbling = sdf(bubblePosition2.xyz); gl_Position = bubblePosition; //gl_Position = vec4(vertexPosition, 1.0); }