#version 450 layout (location = 0) in vec3 vertexPosition; layout (location = 1) in vec2 vertexTexCoords; layout (location = 2) in vec3 vertexNormal; layout (location = 0) out vec3 vertexViewSpacePosition; layout (location = 1) out vec2 vertexTexCoordsOut; uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; void main() { // Handle position vertexViewSpacePosition = vec3((modelViewMatrix * vec4(vertexPosition, 1.0)).xyz); gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); // Handle texCoords vertexTexCoordsOut = vertexTexCoords; }