#version 150 in vec3 aPosition; in vec3 aNormal; in vec2 aTexCoord; uniform mat4 modelMatrix; uniform mat4 modelViewProjectionMatrix; out vec2 vTexCoord; out vec4 fragPosition; void main() { fragPosition = modelMatrix * vec4(aPosition, 1.0); vTexCoord = aTexCoord; gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0); }