#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); | |
} |