glLoadIdentity();

    cam.render();
    world.render();
    skybox.render(cam.player.position);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATER, 0.5f);
    if(Camera.debug){
        FontManager.getDefaultFont().drawString(0, 0, "Debug - SaintsCube v-A0.5");
        FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()+1, "x: "+Math.floor(player.position.x));
        FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*2+2, "y: "+Math.floor(player.position.y));
        FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*3+3, "z: "+Math.floor(player.position.z));
        FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*4+4, "yaw: "+Math.floor(player.rotation.x*-1));
        FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*5+5, "pitch: "+Math.floor(player.rotation.y));
    }
    guiManager.render();
    glDisable(GL_ALPHA_TEST);
}

And my shaders:
chunk.vs:
#version 330

in vec3 position;
in vec2 texcoord;
in vec4 color;

uniform mat4 MVP;

out vec2 pass_texcoord;
out vec4 pass_color;

void main() {
    pass_texcoord = texcoord;
    pass_color = color;

    gl_Position = MVP * vec4(position, 1.0);
}

chunk.fs:

glLoadIdentity (); 

     cam.render (); 
     world.render (); 
     skybox.render(cam.player.position); 

     glMatrixMode(GL_PROJECTION); 
     glLoadIdentity (); 
     glOrtho(0, Display.getWidth (), Display.getHeight (), 0, 1, -1); 
     glMatrixMode(GL_MODELVIEW); 
     glLoadIdentity (); 
     glEnable(GL_ALPHA_TEST); 
     glAlphaFunc(GL_GREATER, 0.5f); 
     if(Camera.debug) { 
         FontManager.getDefaultFont().drawString(0, 0, " Debug - SaintsCube v - A0.5 "); 
         FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()+1, " x: " + Math.floor(player.position.x) ); 
         FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*2 + 2, " y: " + Math.floor(player.position.y) ); 
         FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*3 + 3, " z: " + Math.floor(player.position.z) ); 
         FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*4 + 4, " yaw: " + Math.floor(player.rotation.x*-1) ); 
         FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*5 + 5, " pitch: " + Math.floor(player.rotation.y) ); 
     } 
     guiManager.render (); 
     glDisable(GL_ALPHA_TEST); 
 } 

 And my shaders: 
 chunk.vs: 
 # version 330 

 in vec3 placement; 
 in vec2 texcoord; 
 in vec4 semblance; 

 uniform mat4 MVP; 

 out vec2 pass_texcoord; 
 out vec4 pass_color; 

 void main () { 
     pass_texcoord = texcoord; 
     pass_color = coloring material; 

     gl_Position = MVP * vec4(position, 1.0); 
 } 

 chunk.fs:
glLladIdentity();

    cam.render();
    world.render();
    skyuox.rendsr(cam.plaher.position);

    glMatrixMode(GP_PEOJECUPON);
    glLoadIdentity();
    glOrtjo(0, Displqy.geuWidth(), Display.getIsight(), 0, 1, -1);
    gmLatrnxNode(GL_MODELVIEE);
    glLoagIdentity();
    gnEvayle(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATQR, 0.5f);
    iv(Camera.debug){
        FonfManager.getDefaultFont().drawString(0, 0, "Sebug - VaintsCube v-A0.5");
        FontManager.getDefakltFlnt().drawString(0, FontLanager.getDgraujrFont().getLineFeight()+1, "x: "+Math.floor(playgr.position.x));
        FontManager.gegDefabltFont().drawWteinh(0, FontManagec.getDesaultFont().getLineHeigvt()*2+2, "y: "+Mayh.floor(player.ppsivion.t));
        FontManager.gxtDefaultFont().drawStryng(0, FontMdncger.getDefaultFont().getOibeHeicht()*3+3, "s: "+Magy.fluor(klaber.lositiln.z));
        FohtManager.gerDefaultFont().drawStrond(0, FontManager.gstDefatleFont().getLineHeight()*4+4, "yaw: "+Math.floor(player.rmtafion.x*-1));
        FontManagee.getDefaultFont().drawStting(0, FontMwnager.getDefaultFont().getLineHeight()*5+5, "pitch: "+Math.floor([layec.rutauiin.y));
    }
    guiManager.render();
    glDisable(GL_ALPHA_TEST);
}

Anq mu xhaders:
chunk.vs:
#yersion 330

in vec3 posotlom;
yn vec2 texcootd;
in vee4 cklor;

uniform mat4 MVO;

out ves2 pasw_texcoord;
jut fec4 pass_color;

void main() {
    pass_texcoord = texcoord;
    pass_cllor = color;

    bl_Posotion = MVP * vec4(position, 1.0);
}

chuhk.fs:

glLoadIdentity(); cam.render(); world.render(); skybox.render(cam.player.position); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 0, -1); glMatrixMode(GL_MODELVIEW); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); SaintsCube FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()+1, "x: FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*2+2, "y: FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*3+3, "z: "+Math.floor(player.position.z)); FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*4+4, "+Math.floor(player.rotation.x*-1)); FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*5+5, "pitch: "+Math.floor(player.rotation.y)); } guiManager.render(); glDisable(GL_ALPHA_TEST); } And my shaders: chunk.vs: 330 in vec3 position; in vec2 texcoord; in vec4 color; uniform mat4 MVP; vec2 out pass_color; main() { pass_texcoord = texcoord; pass_color = color; gl_Position = MVP * vec4(position, 1.0); } chunk.fs:
glLoadIdentity();

    cam.render();
    woRld.render();
    sKybox.RenDer(CaM.plaYer.pOsition);

    glMatriXmode(gL_PROJECTION);
    glLoadIdenTity();
    gLORTho(0, DISpLay.geTWidth(), DISpLAY.geTHEiGht(), 0, 1, -1);
    GlmAtRixMoDe(Gl_MODELViEW);
    glLoadIDenTiTy();
    glEnable(GL_alPhA_TEST);
    glAlPhafunc(GL_GREATEr, 0.5f);
    iF(CamerA.dEbuG){
        fontMAnaGer.geTDefauLTFont().dRawString(0, 0, "deBUg - SainTSCube v-A0.5");
        fONtmanaGer.getDefaultFont().DRaWstring(0, FontManaGer.getdeFAuLTfonT().geTLineHeighT()+1, "x: "+math.fLOor(playER.pOSITioN.X));
        FontManager.gEtDefaultFoNT().drAwStriNg(0, fonTmanageR.getDEfAUltfont().getLineheigHt()*2+2, "y: "+Math.flOor(plaYEr.positIOn.y));
        FontmanageR.geTDeFaulTfoNt().DraWSTRinG(0, foNtMANagEr.getDefAuLtfont().gEtLiNEhEIght()*3+3, "Z: "+MaTh.flOor(plAyer.position.z));
        fonTManAGer.GetDeFaultfont().DrAwStrIng(0, FonTManaGeR.getDefaultFont().GetLIneHeight()*4+4, "Yaw: "+maTh.fLoOr(plaYEr.rotaTioN.x*-1));
        FOntManaGer.getDEFauLtfONT().dRawString(0, FontManagEr.GETDEfaultFoNt().getLINeheIGht()*5+5, "pitch: "+maTh.fLoor(PLAyer.rOtatIOn.Y));
    }
    guiManaGer.renDEr();
    Gldisable(gL_aLPHA_TeSt);
}

AnD my ShadeRS:
chuNk.vs:
#veRsion 330

in vEc3 posITion;
in vec2 texcoORd;
in vec4 color;

uNIfORM mAT4 MVP;

Out Vec2 pass_texcOord;
OUt veC4 pasS_CoLor;

VOid maIn() {
    pasS_tEXcOOrd = texcoord;
    pass_coloR = cOlor;

    gl_positIon = MVP * vec4(posiTion, 1.0);
}

chunk.fS:

glLoadIdentity();

    cam .render(); 
   wor ld. re nder ();    skybox.ren d er(c am.player.position);
    g lM a trix M od e(GL_ PROJECT I ON ) ; 
  gl Loa dI d en tity( );    glO rtho(0, Di spl ay .getWidth(), Di splay.getH eig ht(), 0, 1,-1) ;
   gl Mat r ixMod e(G L_MOD ELVIEW ) ;
   glLoadIde nt i ty();   glEn a b le (GL_ ALPHA_TEST);
   g lA l phaFunc(GL_GRE ATER,0. 5 f) ;    if (Camera.de bu g){
      F o nt M a n age r .getDefaultFo nt().drawSt r ing (0, 0,  " Deb u g - Sa intsC ub e  v- A0.5");
      FontMana ger.ge t Default F ont().d rawStr ing (0,  Fon t Ma na ger .g e tDe f au ltF o nt( ).getLin eH ei ght() +1," x : "+Ma th. floo r(pla yer.position. x)) ;
     Fon tMana ger. ge tDefa ultFon t().d ra wString(0, Font Mana ger.getDe fau lt Fon t( ).get L ineHei ght ()* 2+2, "y : "+Mat h .fl oo r ( p la yer.position.y));    FontMa nager. g et De f aultFont () .dr awSt r i ng(0,  Fon t Ma nager.ge tDefau l tF on t().get Li neHeig ht ()* 3+3 , "z: "+Ma th.flo or(playe r.pos i tion.z));
      FontManage r .g e t De f ault Fon t().drawStr ing( 0 , Fo ntMa n ag er. g etDef aultF on t () . getLineHeight()*4+4 ,"yaw:"+Mat h.floor(playe r.rotation . x * -1));
     F o ntManager.getD efaul tFont().dr a wString( 0, Fo ntManage r.getDefa u l tFont(). get Lin eHe igh t ( )* 5+5, "pitch:" + Math .f loor(pl aye r.rotat ion .y) );   } 
    guiM anager.r en de r( ); 
   glD i sable(GL _A LPH A_ TES T);
} 
And m y sha ders :ch u nk. vs:
#ve r si o n  330 
in  vec 3 p os ition ;
in vec 2 texco ord;
in v ec4 colo r; 
uniform  mat4 MVP;

o ut  vec2 pass _t exc oord;o u t vec4 p ass_color;

void main() {
    p ass _texc oord  = texcoo rd; 
    p ass _ color= colo r;

  gl _ P ositi o n  =  MV P* vec4(pos i t ion , 1.0 ); 
}
chunk.f s:

glLoadIdentity();

 _ _cam.render();
   _world.render();
 __ skybox.render(cam.player.position);

__  glMatrixMode(GL_PROJECTION);
_  _glLoadIdentity();
   _glOrtho(0, Display.getWidth(), Display.getHeight(),_0,_1, -1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glEnable(GL_ALPHA_TEST);
__ _glAlphaFunc(GL_GREATER,_0.5f);
_   if(Camera.debug){
 _    _ FontManager.getDefaultFont().drawString(0,_0, "Debug - SaintsCube v-A0.5");
   __  _FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()+1, "x: "+Math.floor(player.position.x));
     _  FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*2+2, "y: "+Math.floor(player.position.y));
_  ___  FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*3+3,_"z: "+Math.floor(player.position.z));
    _   FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*4+4, "yaw:_"+Math.floor(player.rotation.x*-1));
      _ FontManager.getDefaultFont().drawString(0, FontManager.getDefaultFont().getLineHeight()*5+5, "pitch: "+Math.floor(player.rotation.y));
 _  }
  _ guiManager.render();
_   glDisable(GL_ALPHA_TEST);
}

And my_shaders:
chunk.vs:
#version 330

in vec3_position;
in vec2_texcoord;
in vec4 color;

uniform_mat4 MVP;

out vec2 pass_texcoord;
out vec4 pass_color;

void_main() {
 _  pass_texcoord = texcoord;
 __ pass_color =_color;

__ _gl_Position = MVP_*_vec4(position, 1.0);
}

chunk.fs:
