#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTexCoord; layout(location = 2) in vec3 vertexNormal; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; uniform mat4 transformation; uniform mat4 modelMatrix; out vec3 interpNormal; out vec3 fragPos; out vec2 vTexCoord; void main() { gl_Position = transformation * vec4(vertexPosition, 1.0); interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz; fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz; vTexCoord = vertexTexCoord; }