#version 330 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; layout(location = 2) in vec2 vertexTexCoord; uniform mat4 viewProjectionMatrix; uniform mat4 modelMatrix; void main() { gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0); }