#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; #define PRECISION 0.01 #define MIN_DIST 20.0 out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; uniform mat4 model; uniform mat4 view; uniform vec3 viewPos; uniform mat4 projection; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; TexCoords = aTexCoords; gl_Position = projection * view * vec4(FragPos, 1.0); if(distance(viewPos, gl_Position.xyz) > MIN_DIST){ gl_Position.xyz = gl_Position.xyz - mod(gl_Position.xyz, PRECISION); } }