#version 330 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; out vec3 interpNormal; out vec3 fragPos; uniform mat4 modelMatrix; uniform mat4 modelViewProjectionMatrix; void main() { gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz; fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz; }