blob: b29c69d7d7d560b4756ec248d4e7432605fcfa92 [file] [log] [blame]
#version 150 core
in vec3 vertexPosition;
out vec3 worldPosition;
uniform mat4 modelMatrix;
uniform mat4 mvp;
void main()
{
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
// Calculate vertex position in clip coordinates
gl_Position = mvp * vec4(worldPosition, 1.0);
}