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