#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTexCoord; layout(location = 2) in vec3 vertexNormal; uniform mat4 modelViewProjectionMatrix; uniform mat4 modelMatrix; out vec3 interpNormal; out vec2 interpTexCoord; void main() { gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz; interpTexCoord = vertexTexCoord; }