#version 450 core layout(location = 0) in vec3 vertexPosition; layout(location = 0) out vec3 worldPosition; layout(std140, binding = 1) uniform qt3d_command_uniforms { mat4 modelMatrix; mat4 inverseModelMatrix; mat4 modelViewMatrix; mat3 modelNormalMatrix; mat4 inverseModelViewMatrix; mat4 modelViewProjection; mat4 inverseModelViewProjectionMatrix; }; void main() { // Transform position, normal, and tangent to world coords worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); // Calculate vertex position in clip coordinates gl_Position = modelViewProjection * vec4(worldPosition, 1.0); }