#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec3 fragNormal; void main() { // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; fragNormal = -normalize(vec3(matModel * vec4(vertexNormal, 0.0))); // Calculate final vertex position gl_Position = mvp*vec4(vertexPosition, 1.0); }