#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; layout(location = 2) in vec2 vertexTexCoord; uniform mat4 transformation; out vec2 vecTex; void main() { gl_Position = transformation * vec4(vertexPosition, 1.0); vecTex = vec2(0, 1) + vertexTexCoord * vec2(1, -1); }