#version 330 layout(location = 0) in vec3 position; layout(location = 1) in vec2 texturePos; layout(location = 2) in vec3 normalVec; out vec2 fragTexCoord; out vec3 fragNormal; out vec3 fragPos; uniform mat4 ModelMatrix; uniform mat4 CameraMatrix; void main() { gl_Position = CameraMatrix * ModelMatrix * vec4(position, 1.0); fragTexCoord = texturePos; fragNormal = normalVec; fragPos = vec3(ModelMatrix * vec4(position, 1)); }