#version 150 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; in vec3 aPosition; in vec3 aNormal; in vec2 aTexCoord; out vec3 vNormal; out vec2 vTexCoord; out vec4 fragPosition; void main() { fragPosition = modelMatrix * vec4(aPosition, 1.0); vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal; vTexCoord = aTexCoord; gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPosition, 1.0); }