#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; out vec3 vecNormal; out vec3 worldPos; out vec2 vtc; void main() { worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz; vecNormal = (modelMatrix * vec4(vertexNormal, 1)).xyz; gl_Position = transformation * vec4(vertexPosition, 1.0); //vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y); vtc = vertexTexCoord; }