#version 330 // CSci-4611 Assignment 5: Art Render // You should not need to modify this vertex shader uniform mat4 model_view_matrix; uniform mat4 normal_matrix; uniform mat4 proj_matrix; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 normal; out vec3 position_in_eye_space; out vec3 normal_in_eye_space; void main() { position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz; normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz); gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1); }