#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; uniform mat4 matNormal; // Output vertex attributes (to fragment shader) out vec3 fragPosition; out vec2 fragTexCoord; out vec4 fragColor; out vec3 fragNormal; out vec3 worldPos; void main() { // Send vertex attributes to fragment shader fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0))); // Store world position for sky calculations worldPos = vertexPosition; // Calculate final vertex position gl_Position = mvp * vec4(vertexPosition, 1.0); }