#version 400 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; uniform mat4 MVP; uniform mat4 modelMatrix; out vec3 vNormal; out vec3 vWorldPos; void main() { vec4 wPos = modelMatrix * vec4(inPosition, 1.0); vWorldPos = wPos.xyz; vNormal = mat3(modelMatrix) * inNormal; gl_Position = MVP * vec4(inPosition, 1.0); }