#version 150 in vec3 aPosition; in vec3 aNormal; in vec2 aTexCoord; uniform mat4 modelMatrix; uniform mat4 modelViewProjectionMatrix; uniform float skydomeSize; uniform vec3 directionalVector; uniform vec3 cameraCenter; out vec2 vTexCoord; out vec4 fragPosition; out vec4 sunPosition; void main() { fragPosition = modelMatrix * vec4(aPosition, 1.0); vTexCoord = aTexCoord; sunPosition = (normalize(vec4(directionalVector, 0.0)) * skydomeSize) + vec4(cameraCenter.x, 0, cameraCenter.z, 1.0); gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0); }