I want to adjust the colors depending on which xyz position they are in the world.
I tried this in my fragment shader:
varying vec4 verpos;
void mai
You need to pass the World/Model matrix as a uniform to the vertex shader, and then multiply it by the vertex position and send it as a varying to the fragment shader:
/*Vertex Shader*/
layout (location = 0) in vec3 Position
uniform mat4 World;
uniform mat4 WVP;
//World FragPos
out vec4 FragPos;
void main()
{
FragPos = World * vec4(Position, 1.0);
gl_Position = WVP * vec4(Position, 1.0);
}
/*Fragment Shader*/
layout (location = 0) out vec4 Color;
...
in vec4 FragPos
void main()
{
Color = FragPos;
}