#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; layout(location = 2) in vec2 vertexTexCoord; uniform mat4 transformation; uniform mat4 modelMatrix; uniform vec3 cameraPos; out vec3 Normal; out vec3 worldPos; out vec2 TexCoords; void main() { TexCoords = vertexTexCoord; worldPos = vec3(modelMatrix * vec4(vertexPosition,1)); Normal = normalize((modelMatrix * vec4(vertexNormal,0)).xyz); gl_Position = transformation * vec4(vertexPosition, 1.0); }