#version 330 in vec3 vertexPosition; in vec2 vertexTexCoord; uniform mat4 matModel, matView, matProjection; out vec3 vWorldPos; out vec2 vTexCoord; void main() { vec4 world = matModel * vec4(vertexPosition, 1.0); vWorldPos = world.xyz; vTexCoord = vertexTexCoord; gl_Position = matProjection * matView * world; }