#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec4 fragColor; // NOTE: Add your custom variables here out vec3 worldPosition; out vec3 worldNormal; void main() { // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; fragColor = vertexColor; // Calculate final vertex position gl_Position = mvp*vec4(vertexPosition, 1.0); worldPosition = (matModel * vec4(vertexPosition, 1.0)).xyz; worldNormal = mat3(matModel) * vertexNormal; }