#version 330 uniform mat4 modelViewMatrix; uniform mat4 normalMatrix; uniform mat4 projectionMatrix; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 normal; out vec3 Position; out vec3 Normal; void main() { Position = (modelViewMatrix * vec4(vertex,1)).xyz; Normal = normalize((normalMatrix * vec4(normal,0)).xyz); gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1); }