#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; // Input uniform values uniform mat4 mvpMatrix; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec3 fragNormal; // NOTE: Add here your custom variables uniform mat4 modelMatrix; void main() { // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); fragNormal = normalize(normalMatrix*vertexNormal); // Calculate final vertex position gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); }