#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 worldPosition; out vec3 worldNormal; out vec2 texCoord; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; worldNormal = normalize( modelNormalMatrix * vertexNormal ); worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); }