#version 140 in vec4 vertexPosition; in vec3 vertexNormal; out vec4 color0; out vec3 position0; out vec3 normal0; uniform mat4 mvp; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform vec4 meshColor; void main() { color0 = meshColor; position0 = vec3(modelView * vertexPosition); normal0 = normalize(modelViewNormal * vertexNormal); gl_Position = mvp * vertexPosition; }