#version 430 core layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoord; layout(location = 6) in mat4 transformations; layout(location = 10) in mat4 modelMatrix; out vec2 texCoords; out vec3 fragNormal; out vec3 fragPosition; uniform sampler2D colorTexture; void main() { gl_Position = transformations * vec4(inPosition, 1.0); fragPosition = (modelMatrix* vec4(inPosition,1)).xyz; texCoords = inTexCoord; fragNormal = (modelMatrix* vec4(inNormal,0)).xyz; }