#version 330 core layout (location = 0) in vec3 VertPosition; //layout (location = 1) in vec3 VertNormal ; //out vec3 FragPosition; //out vec3 Normal ; uniform mat4 ModelScreenSpace ; uniform mat4 ModelSpace ; uniform mat4 InverseModelSpace; void main() { gl_Position = ModelScreenSpace * vec4(VertPosition, 1.0); // FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0)); // Normal = mat3(transpose(InverseModelSpace)); }