#version 150 in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize(modelViewNormal * vertexNormal); position = vec3(modelView * vec4(vertexPosition, 1.0)); texCoord = vertexTexCoord; gl_Position = mvp * vec4(vertexPosition, 1.0); }