uniform mat4 world_obj_matrix;
uniform mat3 world_obj_normal_matrix;
-uniform Transform
+uniform CameraTransform
{
mat4 eye_world_matrix;
+ mat4 world_eye_matrix;
mat4 clip_eye_matrix;
+ mat4 eye_clip_matrix;
};
uniform Lighting
layout(location=1) in vec4 color;
layout(location=2) in vec3 normal;
layout(location=3) in vec3 tangent;
-layout(location=4) in vec4 group;
+layout(location=4) in ivec4 group;
layout(location=5) in vec4 weight;
layout(location=6) in vec4 texcoord;
layout(location=7) in vec4 texcoord1;