depthPeeling.vs
#version 330
layout (location = 0) in vec3 VertexPosition;
layout (location = 2) in vec2 VertexTexCoord;
out vec3 PosIn;
out vec2 TexCoordIn;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec4 viewPos = view * model * vec4(VertexPosition, 1.0);
PosIn = viewPos.xyz;
TexCoordIn = VertexTexCoord;
gl_Position = projection * viewPos;
}