#version 110 attribute vec4 vertex; attribute vec3 normal; attribute vec3 color; attribute vec2 texCoord; attribute float metalness; attribute float roughness; attribute vec3 tangent; attribute float alpha; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform vec3 eyePosition; varying vec3 pointPosition; varying vec3 pointNormal; varying vec3 pointColor; varying float pointAlpha; varying float pointMetalness; varying float pointRoughness; void main() { pointPosition = (modelMatrix * vertex).xyz; pointNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz); pointColor = color; pointAlpha = alpha; pointMetalness = metalness; pointRoughness = roughness; gl_Position = projectionMatrix * viewMatrix * vec4(pointPosition, 1.0); }