#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; uniform mat4 matNormal; // Output vertex attributes (to fragment shader) out vec3 fragPosition; out vec2 fragTexCoord; out vec4 fragColor; out vec3 fragNormal; // NOTE: Add here your custom variables void main() { // Send vertex attributes to fragment shader fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); // Calculate final vertex position gl_Position = mvp*vec4(vertexPosition, 1.0); }