version 400 layout( location = 0 ) in vec3 VertexPosition; layout( location = 1 ) in vec3 VertexNormal; // layout( location = 2 ) in vec2 VertexTexCoord; out vec3 Position; out vec3 Normal; // out vec2 TexCoord; uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 ProjectionMatrix; uniform mat4 MVP; void main() { Normal = normalize( NormalMatrix * VertexNormal); Position = vec3( ModelViewMatrix * vec4( VertexPosition, 1.0 ) ); // TexCoord = VertexTexCoord; gl_Position = MVP * vec4( VertexPosition, 1.0 ); }