#version 330 core in vec3 vertexPosition; in vec3 vertexNormal; out EyeSpaceVertex { vec3 position; vec3 normal; } vs_out; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { vs_out.normal = normalize( modelViewNormal * vertexNormal ); vs_out.position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); }