#version 150 in vec4 vertex; in vec3 normal; in vec3 color; in vec2 texCoord; in float metalness; in float roughness; in vec3 tangent; out vec3 vert; out vec3 vertNormal; out vec3 vertColor; out vec2 vertTexCoord; out float vertMetalness; out float vertRoughness; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; vertColor = color; vertTexCoord = texCoord; vertMetalness = metalness; vertRoughness = roughness; gl_Position = projMatrix * mvMatrix * vertex; }