#version 330 in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; out vec2 fragTexCoord; uniform mat4 projectionMatrix; uniform mat4 modelviewMatrix; // NOTE: Add here your custom variables void main() { fragTexCoord = vertexTexCoord; gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); }