@@ -431,7 +431,7 @@ layout(location = 2) in vec3 inTangent;
431431layout(location = 3) in vec3 inBitangent;
432432layout(location = 4) in vec2 inTextCoords;
433433
434- layout(location = 0) out vec3 outPos;
434+ layout(location = 0) out vec4 outPos;
435435layout(location = 1) out vec3 outNormal;
436436layout(location = 2) out vec3 outTangent;
437437layout(location = 3) out vec3 outBitangent;
@@ -453,7 +453,7 @@ void main()
453453 vec4 worldPos = push_constants.modelMatrix * vec4(inPos, 1);
454454 gl_Position = projUniform.matrix * viewUniform.matrix * worldPos;
455455 mat3 mNormal = transpose(inverse(mat3(push_constants.modelMatrix)));
456- outPos = worldPos.xyz ;
456+ outPos = worldPos;
457457 outNormal = mNormal * normalize(inNormal);
458458 outTangent = mNormal * normalize(inTangent);
459459 outBitangent = mNormal * normalize(inBitangent);
@@ -471,7 +471,7 @@ The `scn_frg.glsl` fragment shader is defined like this:
471471// Keep in sync manually with Java code
472472const int MAX_TEXTURES = 100;
473473
474- layout(location = 0) in vec3 inPos;
474+ layout(location = 0) in vec4 inPos;
475475layout(location = 1) in vec3 inNormal;
476476layout(location = 2) in vec3 inTangent;
477477layout(location = 3) in vec3 inBitangent;
@@ -516,7 +516,7 @@ layout(push_constant) uniform pc {
516516
517517void main()
518518{
519- outPos = vec4( inPos, 1.0) ;
519+ outPos = inPos;
520520
521521 Material material = matUniform.materials[push_constants.materialIdx];
522522 if (material.hasTexture == 1) {
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