#version 430 uniform mat4 uModelViewMatrix; // uniform mat4 uNormalMatrix; uniform mat4 uProjectionMatrix; layout(location=0) in vec3 aPosition; layout(location=1) in vec3 aNormal; layout(location=2) in vec2 aTexCoord; out vec3 vNormal; out vec2 vTexCoord; void main(){ vNormal = aNormal; vTexCoord = aTexCoord; vec4 position = vec4(aPosition, 1.0); gl_Position = uProjectionMatrix * uModelViewMatrix * position; }