layout (std140) uniform Camera
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec3 position;
float padding;
} camera;
in vec3 position;
out vec3 coords;
void main()
{
coords = position;
gl_Position = (camera.projection * mat4(mat3(camera.view)) * vec4(position, 1.)).xyww;
}